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14 years ago
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Where to begin? Perhaps, from the moment this game first appeared on the forum. I don’t remember exactly whether Arandor was talking about his dream or simply sharing his thoughts, in which, if I’m not mistaken, HeroesWorld users set off on an expedition together. And, essentially, my creative mind needed just that grain of information to get fired up with the idea of running such a game, and soon I posted my thoughts as a message on the forum. The game mechanics I came up with back then were not elegant and were quite primitive; however, they were enough to run an engaging game where both the players and I enjoyed ourselves. And if, back then, when running the first game, I abandoned many ideas for the sake of a simple gameplay, then when the second game came along, Vegtam, who was its host, wasn’t afraid to implement his ideas, resulting in an upgraded version of the first game. If back then all players were essentially equal and most went by their forum names, then the second game introduced character sheets and classes, which diversified the game and gave each character (player) individuality. Unfortunately, due to a certain incident, the first section of the expedition was permanently deleted along with all its cultural heritage, so to speak.
This game is first and foremost an attempt to revive players’ interest in the "expedition" and, for those who haven’t played it, to show how it all works. Perhaps, after some time, someone else will take up hosting it.
Now let’s move directly to the game mechanics.
- Beginning. The game starts with registration and creating character sheets. Since this game is not in its usual format—i.e., it’s set in a fictional setting—a list of playable races will be provided below, based on which you should create your character. Some of them are limited, as are classes, so it is highly advisable to announce your choice before writing your sheet.
- Character Sheet. Once you have decided on your character’s race and class, you should come up with some information for them.
1. Name. Again, since this setting is fictional, I will provide some real-world analogues you can base it on.
2. Biography. Any information about your character.
3. Image (optional but recommended) that would match (at least partially) the description of the appearance (if such a description exists—it’s also optional; you can simply upload a picture) of your character.
- Game Process. Once all character sheets are created, the game begins. Here I can either please or disappoint some players—the mode is very freeform. Your group travels through various locations and sometimes stops in different places where you can interact with NPCs—buy various items, take quests, and so on. Players roleplay their characters (i.e., they speak as their characters and address others the same way). Conversations and roleplay are, again, very freeform. Due to the impossibility of players having a stable online presence, any skirmishes will be resolved automatically, without the player’s direct involvement—just as before, I will calculate each battle and post the results in the thread. Although they are conducted turn-based, I will try to provide more literary descriptions where possible.
- Character Attributes. Each character has attributes (what fantasy would be without them?), which determine their capabilities. Here we have a fairly standard set: Strength, Dexterity, Constitution, Intelligence, and Wisdom. And here is how they are implemented for this game:
Strength. Primarily determines the ability to wield certain weapons/shields. Additionally, it increases melee weapon damage—+3% to physical damage per point.
Dexterity. One of the most important attributes, as it affects many parameters:
+1% to critical hit chance;
+1 to evasion;
+5 to accuracy;
+1 to action points.
Constitution. Determines how long a character can take damage before dying. Also required for wearing heavy armor.
+10 to HP and +1% to damage reduction per point.
Intelligence. Primarily important for characters who use magic, but not only.
+10 to mana and +10% to spell effectiveness per point.
Wisdom. Represents the character’s experience and worldview.
+2 to spirit;

Elements:
To one degree or another, every living creature in this world is imbued with the magical energy of various elements. (Percentage bonuses from elements do not stack with others, affecting only the final result; exception—Earth). The element is chosen during character sheet creation.
Among them:
Primary Elements:
Fire - +25% to any damage dealt.
Water - +10% to mana amount, +10% to HP amount.
Earth - +20% to physical damage absorption.
Air - +25% to action points, +50% to evasion.
Wood - +15% to block chance.
Secondary:
Lightning - +25% to action points, +10% to any damage dealt.
Metal - +10% to physical damage absorption, +5% to block chance.
Ice - +5% to HP amount, +5% to mana amount, +10% to physical damage absorption.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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14 years ago
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Playable peoples/races. Initially, I started to describe the history and culture in more detail, but eventually concluded that the descriptions weren't turning out very well, so I kept it short. In any case, you can always ask me for any additional information.
Selentit Empire
Disciplined and taciturn, the native inhabitants of the Empire are characterized by a stern disposition and a rapid rate of development, both in terms of personal qualities and the state as a whole. They are excellent warriors and mages, tacticians and strategists. They most often have chestnut or light-brown hair, sometimes black. Eye color is brown or gray. However, being home to many other conquered peoples, the blood of the empire's natives has been mixed with others repeatedly, meaning not everyone fits the typical image.
Possible elements: all.
Symbol: a lion devouring the sun.
Characteristics:
Strength - 14
Agility - 9
Constitution - 14
Intelligence - 14
Wisdom - 5
Special traits: +25 hp, +25 mana.
Rosicrucian Kingdom
The Rosicrucians are a polite people who live by a strict code—a set of rules of conduct in which courtesy, justice, honor, and dignity occupy the most important part. The art of magic has very few adepts here, but few can compete with the Rosicrucians in the art of wielding conventional weapons, especially fencing. They are also wonderful musicians and artists. Blonde hair and blue eyes are the trademark of this people.
Possible elements: fire, lightning, metal.
Symbol: a cross adorned with roses.
Characteristics:
Strength - 12
Agility - 12
Constitution - 12
Intelligence - 12
Wisdom - 5
Special traits: +25% to accuracy and +10% chance to block a hit when using swords.
Free Cities
To many, the culture of this people is simultaneously wild and incredible—there is no government in its usual sense and practically no laws; everything is built on business relationships and power. Three castes: the wealthy, warriors, and slaves. The first conduct business using money and protect their lives and property with it; the second live independently thanks to their skills; and the third are those who have neither money nor power. Women have long been nothing more than property, such as a house or a horse, and this is quite normal for them—they are raised this way from childhood, as were many before them.
Distinctive features: dark skin, black eyes and hair.
Possible elements: basic
Symbol: lunar crescent.
Characteristics:
Strength - 13
Agility - 13
Constitution - 12
Intelligence - 10
Wisdom - 5
Special traits: +5% chance to deal a critical hit.

Celestial Empire
The strength, height, and build in which the inhabitants of the celestial realm are inferior to other human peoples are easily compensated for by speed and intelligence. Refined and elegant, both men and women possess enchanting beauty, a flexible mind, and a broad outlook on the world.
Skin color is light with a slight yellowish or pinkish tint, hair is black and straight, eyes are brown.
Possible elements: all.
Symbol: a dragon soaring into the sky.
Characteristics:
Strength - 10
Agility - 16
Constitution - 9
Intelligence - 16
Wisdom - 10
Special traits: element bonuses are 50% more effective.

Lunarion
Isolated from the rest of the world by seawater, the elves live on an island, spending their days in self-development and mastering the secrets of the world. For various reasons, whether a military campaign or personal interest, many leave their homeland, encountering representatives of other peoples. Tolerance and calmness are some of the qualities people find when meeting them.
Possible elements: water, lightning, ice.
Symbol: a knight riding a dragon (western type)
Characteristics:
Strength - 11
Agility - 14
Constitution - 11
Intelligence - 14
Wisdom - 8
Special traits: 10% chance to learn an additional point in a random characteristic after making a kill.

Wild Elves
Having no culture of their own, wild elves usually either isolate themselves somewhere in the forests and lead hermit-like lives, or make a living in human states. Possessing unsurpassed physical flexibility and acoustic perception, their craft most often becomes bounty hunting, theft, or shadow security for influential persons. The average lifespan is twice that of humans, and they do not become as frail in old age, maintaining clarity of mind.
Possible elements: water, earth, wood.
Symbol: none.
Characteristics:
Strength - 10
Agility - 19
Constitution - 10
Intelligence - 10
Wisdom - 2
Special traits: +50% to evasion.

Dark Elves
Once they owned a huge part of the continent, enslaving numerous peoples through conquest; however, the moment of uprising, when the oppressed overthrew their masters, marked the beginning of their oblivion—since then, the hunt for the dark ones has not ceased, and even today a good sum can be earned for their killing in any large city of the Selentit Empire. This led to very few dark elves remaining; however, the need to survive sharpened all their skills and weeded out the weak, leaving only the strong representatives of the race. They are good at everything, and their lifespan reaches five hundred years.
Skin color varies from purple to gray, the iris is either red or yellow, hair is white.
Possible elements: fire, ice.
Symbol: full moon.
Characteristics:
Strength - 15
Agility - 18
Constitution - 13
Intelligence - 15
Wisdom - 6
Special traits: Can use two weapons without penalty. No more than one in a group.

Nyx
A cruel and cunning people dwelling underground. Brute strength and the ability to see in the dark are their two strongest sides. They have a very harsh culture, and they treat representatives of other races with contempt. Among all other things, they lack hair entirely.
Possible elements: earth, metal.
Symbol: a hydra hidden in darkness.
Characteristics:
Strength - 16
Agility - 10
Constitution - 15
Intelligence - 9
Wisdom - 4
Special traits: +20% to physical damage.

Aristocrats
A race as ancient as history itself, often associated with vampires due to a number of similarities. Elongated fangs, the ability to feed on blood, and no need for food, water, or air are undoubtedly integral parts of aristocrats; however, unlike vampires, they are not dead (though they have a peculiar physiology), they have no need to sleep in coffins or earth, and furthermore, they do not fear daylight. The name perhaps comes from their appearance—pale skin, slanted eyes, refined facial features, an elegant body. For some unknown reason, all men have white hair, while women have black. Eye color is red.
Possible elements: none
Symbol: hourglass.
Strength - 16
Agility - 16
Constitution - 8
Intelligence - 18
Wisdom - 10
Special traits: 50% reduction in physical damage received. No more than one in a group.

Dwarves
A proud race of short but very strong beings. Gruff lovers of drinking, they are characterized by wonderful health and a strong fist. They have very thick hair, which often manifests as long beards.
Possible elements: fire, earth, metal, ice.
Symbol: peak-shaped mountain.
Characteristics:
Strength - 16
Agility - 8
Constitution - 19
Intelligence - 10
Wisdom - 6
Special traits: +50 hp

Snake-people
Fast, agile, and strong lizard-like beings; although they are a peaceful people, they are also wonderful hunters and priests devoted to their god.
Possible elements: fire, water, earth, wood.
Symbol: Sun.
Strength - 12
Agility - 20
Constitution - 12
Intelligence - 7
Wisdom - 3
Special traits: +50% to spell effectiveness.

Additional:
Half-blood. Has average characteristics of both peoples.
Homunculus - an artificial human created using alchemy or dark magic. Independently distributes 55 points and chooses any special trait from those listed above as well as any element. Can have any appearance. No more than one in a group.
Half-demon. A being whose father is one of the numerous demons inhabiting other planes.
Has the same characteristics as its non-demonic nature +2 to all, and also depending on the specified demonic elements (a half-demon can possess all of them, some, or none):
horns: 50 mana, +20% to spell effectiveness.
claws: +20% to physical damage
wings: +25% to AP
tail: +20% to evasion.
No more than one in a group.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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14 years ago
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1. Warrior. +30% to hit chance and +15% to damage dealt, +5% chance to block attacks when using melee weapons. +3 to Strength, +2 to Constitution.
- Knight. Shield stats are doubled (only for the Order and Lunarium).
- Juggernaut (only for the Free Cities, Nighon, Dwarves, and Serpentfolk). Dodge chance is reduced to zero, but physical damage is increased by 50%.
- Fighter. +10% to critical hit chance (only for the Celestial Empire, Wild Elves, and Dark Elves).
- Defender. +50 to HP.
2. Leader. Group members receive +10% to HP and +10% to Mana. +2 to Wisdom.
- General. Group members deal +10% additional damage (only for the Selentite Empire, the Order, and the Dwarves).
- Tactician. Group members receive two additional Action Points (only for the Free Cities and the Celestial Empire).
3. Healer. Possesses healing magic. +2 to Intelligence, +1 to Wisdom.
- Priest (only for the Selentite Empire and the Serpentfolk).
- Monk (only for the Celestial Empire).
4. Elemental Mage. Uses elemental energy for destruction and creation. Has 50% resistance to their own element. +3 to Intelligence.
- Fire Mage.
- Water Mage.
- Earth Mage.
- Wind Mage.
- Lightning Mage.
5. Battle Mage. Uses elemental energy to increase the power of their weapons and body. Same subclasses as in 4. +1 to Strength, +1 to Constitution, +1 to Intelligence.
6. Assassin. Can perform silent kills. +30% to critical hit chance. +1 to Strength, +2 to Dexterity.
- Bloodletter. Leaves bleeding wounds. Each wound deals 20% of the damage dealt over the next three turns.
- Poison Specialist. Each attack reduces the target's current dodge and hit chance by 10%, as well as one Action Point.
- Nightblade. 5% chance to instantly kill the target (only for the Celestial Empire, Wild Elves, Dark Elves, and Serpentfolk).
7. Jewel Mage. Can recognize the magical properties of stones and minerals. In some cities, they can embed stones into weapons. Additionally, they can extract magical energy directly from stones, casting spells without spending mana. +1 to Intelligence, +1 to Wisdom.
8. Templar. Uses mana to create a magical shield or to increase the power of their weapon. +2 to Intelligence, +2 to Constitution.
9. Archer. +50% to hit chance and +50% damage when using ranged weapons. +3 to Dexterity.
- Scout. +2 to Action Points (only for the Selentite Empire, Lunarium, Nighon, and Dwarves).
- Sniper. +20% to critical hit chance when using ranged weapons (only for the Free Cities, Celestial Empire, and Dark Elves).
10. Mage Hunter. Can recognize enchanted items and remove spells from them. Has 50% resistance to all types of magic. +1 to Strength, +1 to Constitution, +1 to Wisdom.
11. Sage. Uses spirit to enhance their abilities. +3 to Wisdom.
12. Evil Hunter. +1 to Strength, +1 to Dexterity, +1 to Intelligence.
- Inquisitor. Their presence on the battlefield reduces the stats of all present evil creatures by half (only for the Selentite Empire and the Free Cities).
- Paladin. Deals triple damage to evil creatures (only for the Order and Lunarium).
- Exorcist. Uses the power of the spirit to banish evil (only for the Celestial Empire).
13. Thief. Can pick pockets. Receives 20% to hit chance and 10% to damage dealt when using light weapons (both ranged and melee). +2 to Dexterity, +1 to Intelligence.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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14 years ago
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Nokou
Snake-man, lightning mage, Water
Characteristics:
Strength - 12
Agility - 20
Constitution - 12
Intelligence -10
Wisdom - 3

Parameters:
Melee Damage: +36%
Critical Hit: 20%
Evasion: 20
Accuracy: 100
Action Points: 20
Health Points: 120 +10% (12)
Damage Absorption: 12%
Magical Energy: 100 +10% (110)
Spell Efficiency: 150%
Spirit: 6
Other:
+10% to mana amount, 10% to hp amount.
Resistances:
Electricity: 50%
Poisons: 100%
Spells:
Stasis, Discharge, Lightning Strike.
Main Weapon:
Secondary Weapon:
Accessories:
Inventory:
Status:
Health: 112 (132)
Magical Energy: 126.5

Battal Asab ibn Ghazi
Free Cities, defender, Air
Characteristics:
Strength - 16
Agility - 13
Constitution - 14
Intelligence -10
Wisdom - 5

Parameters:
Melee Damage: +63%
Critical Hit: 18%
Evasion: 16 (13+3)
Accuracy: 110.5
Action Points: 16(13+3)
Health Points: 190
Damage Absorption: 14%
Magical Energy: 130
Spell Efficiency: 130%
Block Chance: 15%
Spirit: 10
Other:
+25% to action points
+25% to evasion.
Resistances:
Main Weapon:
Amputation knife +3; 4-8, (16-20), damage x4 if victim has no armor or a critical hit occurred, AP: 5.
Secondary Weapon:
Armor:
Accessories:
Inventory:
Healing potion x2
Status:
Health: 73 (190)
Magical Energy: 100

Helkehon
Half-blood (Dark Elf; Lunarion) Sniper, Ice
Characteristics:
Strength - 13
Agility - 19
Constitution - 12
Intelligence -14
Wisdom - 7

Parameters:
Melee Damage: +39%
Critical Hit: 19% (39% when using ranged weapons)
Evasion: 19
Accuracy: 95 (142.5 when using ranged weapons)
Action Points: 19
Health Points: 147 +5%
Damage Absorption: 24%
Magical Energy: 147 +5%
Spell Efficiency: 140%
Spirit: 14
Other:
+50% damage when using ranged weapons.
5% chance to learn an additional point of a random characteristic after making a kill.
Resistances:
Main Weapon:
Elven bow. Damage: 12-24 (physical), AP - 5.
Secondary Weapon:
Accessories:
Inventory:
Arrows with serrated and expanded tips (40). Features: leave bleeding wounds; poisoned.
Stabbing knife (2). Damage: 5-10 (physical), AP - 3
Expanding silver spear. Damage: 10-30 (physical), AP - 5
Some magical ring.
54 coins
Status:
Health: 147
Magical Energy: 147
Companion: Mellon (black jaguar).
Health -100, evasion 30, damage - 15-30 (physical).

Matthias "Sagrim" Coldrain
Selentit Empire, bloodletter, Lightning
Characteristics:
Characteristics:
Strength - 15
Agility - 11
Constitution - 14
Intelligence -14
Wisdom - 5

Health: 0(165)
Magical Energy: 0 (165)

Heimir
Dwarf, juggernaut), Metal.
Characteristics:
Strength - 19
Agility - 8
Constitution - 21
Intelligence -10
Wisdom - 6

Parameters:
Melee Damage: +107%
Critical Hit: 8%
Evasion: 0
Accuracy: 40
Action Points: 8
Health Points: 260
Damage Absorption: 31%
Magical Energy: 100
Spell Efficiency: 100%
Spirit: 12
Block Chance: 10%
Resistances:
Main Weapon:
Serrated sickle +3; damage 5-12 (26-33), bleeding, AP: 4.
Secondary Weapon:
Accessories:
Inventory:
Vial with light blue liquid [70%].
Amulet
Status:
Health: 260 (260)
Magical Energy: 100

Hostor Redram
Half-blood (Rosicrucian/Celestial), fire mage, Fire
Characteristics:
Strength - 11
Agility - 14
Constitution - 10
Intelligence -17
Wisdom - 7

Parameters:
Melee Damage: +33%
Critical Hit: 14%
Evasion: 14
Accuracy: 70
Action Points: 14
Health Points: 100
Damage Absorption: 10%
Magical Energy: 170
Spell Efficiency: 170%
Spirit: 14
Block Chance: 15%
Other:
+12% to accuracy when using swords.
5% chance to block a hit when using swords.
+37% to any damage dealt.
Resistances:
Fire: 50%
Spells:
Fire Brand, Inferno, Melting
Main Weapon:
Secondary Weapon:
Armor:
Accessories:
Inventory:
Vial with light blue liquid [10%].
Status:
Health: 100 (100)
Magical Energy: 20 (170)

Reynold Trust
Selentit Empire, earth battle mage, Fire
Characteristics:
Strength - 15
Agility - 9
Constitution - 15
Intelligence -15
Wisdom - 5
Features: +25 hp, +25 to mana.

Parameters:
Melee Damage: +45%
Critical Hit: 9%
Evasion: 8
Accuracy: 45
Action Points: 9
Health Points: 175
Damage Absorption: 15%
Magical Energy: 175
Spell Efficiency: 150%
Spirit: 10
Other:
+25% to any damage dealt.
Resistances:
Spells:
Stone Skin, Earth Power.
Main Weapon:
Sledgehammer +3. Damage 30-50 (60-80) AP: 9.
Secondary Weapon:
Armor:
Accessories:
Inventory:
Vial with light blue liquid [70%].
Status:
Health: 175 (175)
Magical Energy: (15)175
Strength +12
Damage Resistance: +35 (stone skin)

Nel
Wild Elf, poison master, Tree
Characteristics:
Strength - 11
Agility - 21
Constitution - 10
Intelligence -10
Wisdom - 2

Parameters:
Melee Damage: +33%
Critical Hit: 51%
Evasion: 21 (31) (+50% (10))
Accuracy: 105
Action Points: 21 (20)
Health Points: 100
Damage Absorption: 10% + 15% and 8 units of physical damage.
Magical Energy: 100
Spell Efficiency: 100%
Block Chance: 15%
Spirit: 4
Other:
+50% to evasion.
+15% to block chance.
Each attack takes 10% of current evasion and accuracy as well as one AP.
Resistances:
Main Weapon:
Dagger +3; damage: 9-11 (15-17) (physical), 5 (cold), AP: 3.
Secondary Weapon:
Armor:
Accessories:
Inventory:
Status:
Health: 100 (100)
Magical Energy: 100

Siegfried de Seis
Nyx, Templar, Earth
Characteristics:
Strength - 16
Agility - 10
Constitution - 17
Intelligence -11
Wisdom - 4

Parameters:
Melee Damage: +48% (+68%)
Critical Hit: 10%
Evasion: 10
Accuracy: 50
Action Points: 10
Health Points: 170
Damage Absorption: 17%+20%
Magical Energy: 110
Spell Efficiency: 110%
Spirit: 8
Other:
+20% to physical damage.
Resistances:
Spells:
Barrier, Nourishment.
Main Weapon:
Secondary Weapon:
Armor:
Accessories:
Inventory:
Vial with light blue liquid [70%].
100 grams of blue powder.
Status:
Health: 170 (170)
Magical Energy: 0(110)
+27 to energy damage
Critical Hit +13% (nourishment)


Lei Lan
Celestial Empire, Water Mage, Earth
Characteristics:
Strength - 10
Agility - 16
Constitution - 9
Intelligence -19
Wisdom - 10
Features: bonuses from elements are 50% more effective.

Parameters:
Melee Damage: +30%
Critical Hit: 16%
Evasion: 16
Accuracy: 80
Action Points: 16
Health Points: 90
Damage Absorption: 9% (+30% to physical).
Magical Energy: 190
Spell Efficiency: 190%
Spirit: 20
Other:
+30% to physical damage absorption.
Resistances:
Water: 50%
Spells:
Waterfall, Morning Rain, Water Prison.
Main Weapon:
Secondary Weapon:
Accessories:
Inventory:
Status:
Health: 90 (90)
Magical Energy: 55 (190)
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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14 years ago
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Anpaytu
Snake-man, battle fire mage, Fire
Characteristics:
Strength - 14
Agility - 22
Constitution - 14
Intelligence -12
Wisdom - 5

Parameters:
Melee damage: 42%
Critical hit: 22%
Evasion: 22
Accuracy: 110
Action points: 22
Health points: 140
Damage absorption: 14%
Magical energy: 170
Spell effectiveness: 190%
Spirit: 10
Other: +20% physical damage
Resistances:
Spells:
Ignite, Fire Shield.
Main weapon:
Secondary weapon:
Jewelry:
Inventory:
Status:
Health: 69 (140)
Magical energy: 170

Lindeskar
Lunarian, scout, Lightning
Characteristics:
Strength - 11
Agility - 18
Constitution - 12
Intelligence -15
Wisdom - 8

Parameters:
Melee damage: +33%
Critical hit: 18%
Evasion: 18
Accuracy: 90 (135 when using ranged weapons)
Action points: 20 (25)
Health points: 120
Damage absorption: 12%
Magical energy: 150
Spell effectiveness: 150%
Spirit: 16
Block chance +5%
Other:
10% chance to learn an additional point in a random characteristic after making a kill.
+50% damage when using ranged weapons
+10% to any damage dealt.
+25% action points
Resistances:
Main weapon:
Long Imperial Bow +1 Damage: 16-30 (22-38), AP: 5.
Secondary weapon:
Short wooden spear with a steel tip. Damage: 15-25 (physical). AP - 5.
Jewelry:
Silver engraved ring with an olive garnet of about ten carats.
Armor:
Imperial leather armor with steel plates. Absorbs 15% and 5 units of physical damage.
Steel helmet. Block chance +5%
Inventory:
Composite hunting bow with bone overlays. Damage: 18-32 (physical), AP - 6.
Arrows (0)
Status:
Health: 94 (120)
Magical energy: 140

Kerlian
Orc, mage hunter, Lightning
Characteristics:
Strength - 19
Agility - 12
Constitution - 18
Intelligence -7
Wisdom - 3

Parameters:
Melee damage: +87%
Critical hit: 12%
Evasion: 12
Accuracy: 60
Action points: Action points: 15
Health points: 180
Damage absorption: 18%
Magical energy: 70
Spell effectiveness: 70%
Block chance: 5%
Spirit: 18
Other:
+10% to any damage dealt.
+25% AP
Resistances:
Fire - 50%
Water - 50%
Earth - 50%
Air - 50%
Wood - 50%
Lightning - 50%
Metal - 50%
Ice - 50%
Energy - 50%
Spells:
Dispel
Main weapon:
Moon Shield. Completely absorbs all magical damage. Also has a 40% block chance and deals 50 units of magical damage to the attacker upon a successful block.
Secondary weapon:
Armor:
Jewelry:
Inventory:
Status:
Health: 146 (180)
Magical energy: 20

Faelvir
Half-blood (Selenite Empire/Lunarian), priest, Water
Characteristics:
Strength - 12
Agility - 11
Constitution - 12
Intelligence -14
Wisdom - 6

Parameters:
Melee damage: +36%
Critical hit: 11%
Evasion: 11
Accuracy: 55
Action points: 11
Health points: 132 (145)
Damage absorption: 12%+10% physical.
Magical energy: 167
Spell effectiveness: 140%
Spirit: 12
Block chance: 5%
Other:
5% chance to learn an additional point in a random characteristic after making a kill.
+10% HP
+10% mana
Resistances:
Spells:
Healing, Resurrection, Pure Water, Poison Neutralization
Main weapon:
Battle Staff +1. Damage: 15-25 (25-35) (physical), AP - 6.
Secondary weapon:
Combat knife. Damage - 4 - 7 (physical), AP - 3.
Armor:
Steel cuirass. Absorbs 16% and 7 units of physical damage.
Steel helmet. Block chance +5%
Jewelry:
Inventory:
253 coins
Light leather armor. Absorbs 10% physical damage.
Pouch of herbs.
4 magical energy restoration potions (50).
Status:
Health: 115 (145)
Magical energy: 0(167)

Mai A'aren Kard
Selenite Empire, General, Air
Characteristics:
Strength - 14
Agility - 9
Constitution - 14
Intelligence -14
Wisdom - 7

Parameters:
Melee damage: +42%
Critical hit: 9%
Evasion: 9 (+4)
Accuracy: 45
Action points: 9 (11)
Health points: 165
Damage absorption: 14
Magical energy: 165
Spell effectiveness: 140%
Spirit: 14
Block chance: 15%
Other: party members receive +10% health and +10% mana as well as +10% to damage dealt.
+10% to any damage dealt.
Resistances:
Main weapon:
Secondary weapon:
Armor:
Jewelry:
Inventory:
Status:
Health: 122 (165)
Magical energy: 165

Morgan, Lucius de
Aristocrat, sage
Characteristics:
Strength - 16
Agility - 16
Constitution - 8
Intelligence -18
Wisdom - 13

Parameters:
Melee damage: +48%
Critical hit: 16%
Evasion: 16
Accuracy: 80
Action points: 16
Health points: 80
Damage absorption: 8% +50%
Magical energy: 180
Spell effectiveness: 180%
Spirit: 26
Resistances:
Spells:
Slicing Palm, Flying Wind, Leaping Tiger.
Main weapon:
Amputation knife +3; 4-8, (16-20), damage x4 if the victim has no armor or a critical hit occurred, AP: 5.
Secondary weapon:
Armor:
Jewelry:
Inventory:
Status:
10 (80)
Magical energy: 180
Hand-to-hand damage +200%
Additional attack per round.
+ 2 strength, agility, constitution.

Hen Bai Feng
Celestial Empire, night blade, Air
Characteristics:
Strength - 11
Agility - 18
Constitution - 9
Intelligence -16
Wisdom - 10
Features: elemental bonuses are 50% more effective.

Parameters:
Melee damage: +33%
Critical hit: 48%
Evasion: 18 (27)
Accuracy: 90
Action points: 24
Health points: 90
Damage absorption: 9%
Magical energy: 160
Spell effectiveness: 160%
Spirit: 20
Other: +25% action points, +50% evasion.
5% chance to kill target instantly.
Resistances:
Main weapon:
Kusari-gama. Two-handed. Damage: 20-30 (physical), Block chance - 15%, AP - 6.
Secondary weapon:
Jewelry:
Inventory:
Ninja-to. Damage - 10-15. Block chance - 10%. AP - 4.
Shuriken (20). Damage - 8-18 (physical). AP: 3.
Folding bamboo bow. Damage: 26-28 (physical), AP - 6.
Tanto. Damage - 8-10 (physical), +25% critical hit chance, AP - 3.
Kunai. Damage 15-20 (physical). Double critical damage chance. AP: 4
note
90 coins
Status:
Health: 50 (90)
Magical energy: 160
Inner strength +3 strength +3 constitution

Fang Pei
Celestial Empire, monk, Water
Characteristics:
Strength - 10
Agility - 16
Constitution - 9
Intelligence -18
Wisdom - 11

Parameters:
Melee damage: +30%
Critical hit: 16%
Evasion: 16
Accuracy: 80
Action points:16
Health points: 90 (103)
Damage absorption: 9%
Magical energy: 180 (207)
Spell effectiveness: 180%
Spirit: 22
Other:
+15% HP and +15% mana.
Resistances:
Spells:
Spiritual Healing, Inner Strength, Pure Water.
Main weapon:
Secondary weapon:
Jewelry:
Inventory:
60 coins.
Status:
Health: 38
Magical energy: 127 (207)
Spirit: (20) 22
Inner strength +3 strength +3 constitution

Daar
Wild Elf, fighter, Earth
Characteristics:
Strength - 13
Agility - 19
Constitution - 12
Intelligence -10
Wisdom - 2
Features: +50% evasion.
+20% physical damage absorption.

Parameters:
Melee damage: +39%
Critical hit: 29%
Evasion: 19 (-15)
Accuracy: 95
Action points: 19 (-3)
Health points: 120
Damage absorption: 12% + 15% and 10 physical.
Magical energy: 120
Spell effectiveness: 120%
Spirit: 4
Resistances:
Main weapon:
Two-handed sword. Damage 25-55. AP: 7.
Secondary weapon:
Small dagger. Damage - 4-8 (physical). AP: 3
Armor
Steel armor. Absorbs 10 units +15% physical damage. -80% evasion, AP -3
Jewelry:
Inventory:
93 coins
Status:
Health: 64 (120)
Magical energy: 120
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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14 years ago
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Known spells and abilities:
Fire:
- Fire Brand. Deals fire damage (50). 40
- Inferno. Deals fire damage (10-100) to all enemy characters. 100
- Melting. Reduces the quality of weapons/shields/armor by half of the current value. If applied to armor, the target also takes metal damage (10%-20% of the target's total health). 50. Wood burns instantly. Weapons +3 as well as armor and shields +2 are immune to this spell.
- Ignition. Every 2 units of magical energy add 1% fire damage to the weapon.
- Fire Shield. The caster creates a circle of fire around themselves, which returns 1% of damage dealt back for every 4 units of magical energy.
Water:
- Waterfall. Deals water damage (20) and reduces the character's mobility (agility) by half for this and the next turn. 35
- Morning Rain. Restores health (10-100) of all allied characters. 100
- Water Prison. Deprives the chosen target of a quarter of health points from the current value each turn. The target also loses the ability to move if they fail a strength check. 60(+30 per turn).
- Pure Water. Restores character health (25). 40
- Poison Neutralization. Removes all negative effects. 30
Earth:
- Stone Skin. Every 10 units of magical energy invested in this spell increase damage resistance by one unit.
- Power of Earth. Every 20 units of magical energy invested in this spell increase the character's strength by one unit.
Air:
- Superfast Strike. Damage from attacks possible within all AP is summed (naturally, no more than one such strike is possible per turn). Such an attack cannot be blocked, is critical, and hits the target with 100% accuracy. 15. Use while wearing armor is impossible.
Lightning:
- Stasis. Blocks all character actions for one turn if they fail a constitution check. 40
- Discharge. Deprives the character of magical energy (25%). 50
- Lightning Strike. Deals electricity damage (1-200). 25
- Incineration. Deals electricity damage until the victim dies (1 unit of magical energy per 1 unit of hp; accordingly, the target will not be killed if there is insufficient mana)
Energy:
- Barrier. A powerful energy shield of pure energy appears in the caster's hand. Every 10 units of magical energy invested in this spell increase the block chance by 2%. Furthermore, feeding off the caster's energy, this shield absorbs any direct damage magic (1 unit of mana per 2 units of damage received).
- Energizing. For every 4 units of magical energy, the damage dealt by the weapon is increased by 1 unit of energy damage, and the critical hit chance increases by 0.5%.
- Dissipation. Removes spells from objects and characters. The amount of magical energy consumed depends on the target.
- Healing. The caster transforms 1 of their own magical energy into 1 unit of life energy, transferring it to the chosen target. Not used in combat.
Otherworldly Magic.
- Resurrection. If the victim died recently, the caster can resurrect them using all of their magical energy and half of their life force. Also, the user of this spell permanently loses 3 units of constitution and 1 intelligence.
Spirit:
- Cleaving Palm. Melee damage is increased by 200%. Requires 5 units of spirit to maintain.
- Flying Wind. An additional attack per round. Requires 8 units of spirit to maintain.
- Leaping Tiger. Additional 2 points of strength, agility, and constitution. Requires 4 units of spirit to maintain.
- Spiritual Healing. Restores health (5-25) of all allied characters every round. Requires 2 units of spirit per character to maintain the spell.
- Inner Strength. Each party member receives +3 points of strength and constitution. Requires 1 spirit per character to maintain the spell.
Poisons
- Poison Cloud. Characters affected by this spell lose 25% of their maximum health pool, as well as 20% hp and AP of the current amount every turn. 100.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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14 years ago
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I don’t think there will be any difficulties, as even fantasy worlds have similar features, and yours is unlikely to be too different from others. Besides, there will be a foundation that is quite enough for a normal profile (some general descriptions, without going into deep, elaborate writing), and everyone will be able to choose something suitable for themselves. Some details can be clarified personally, etc.

Be strong. Believe
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14 years ago
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Reven, half of the RPGs are set in original worlds, and often the descriptions of these worlds are quite brief. However, players don't seem to mind and write stories, often even verbose ones. So, everything is fine. Just make sure to specify the technological level and time period, similar to what is in the setting.
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14 years ago
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Well, it's a frugal approach, in a way. And yes, I meant something along the lines of what you said – analogies that make things easier to understand.
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14 years ago
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Perhaps it would be easier for me to navigate a more familiar reality or one of the well-known universes. However, I'm not afraid of Reven's original world. Let him just outline the races and the magic system.
А, вот почему.

??+⛓️♿=?
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14 years ago
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Ideally, it would be great if each player could control their character independently during battles, but given the number of players and the fact that most of them are not online constantly, this is extremely problematic. Therefore, I will most likely use the same system as in the first two games, i.e., a turn-based system. Of course, the descriptions of events will be different and more literary. This is one of the problems with using magic, for example.

Added 5 minutes later
I did have one idea, though: to implement most of the battles through quests that are taken by a certain number of characters. And to conduct the battles, say, in Skype (in text groups, not conferences), where each person would control their actions independently. For example, Arandor rushes into battle, takes a lot of damage, and shouts in Skype, "Amka, heal me!" or something like that. I think it would be great, but again, there are problems with implementation due to the inconsistent online presence.
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14 years ago
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Everything is fine, create your world, and we'll somehow come to an agreement on how it's perceived.
The idea with Skype is good, but it's really hard to implement properly due to the online aspect. Although, I can be available for most of the time on weekdays, for example.
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14 years ago
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Will it be standard fantasy, or will it have some interesting additions and features? By the way, the idea with Skype is interesting. :3
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14 years ago
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"Amka, heal me!"

MMEEEEDIIIIK!11

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