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#1266
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Hentai
We can do that after the groups are assigned. O:-)
)

Round 2.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#1267
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Anyway, alright, here are the maps you'll be playing with; it might make things easier to decide:

Group 2:

Must establish a position in this territory and prevent the enemy from passing through the lower southern area.

Group 1:

Must make your way either by land or through the mountains to the Larian base territory and neutralize the enemy. If going through the mountains, character stealth will play a role. Blue is open space from which you can shoot.

Ingelster

Origin: Jail Helseward's Subject/Fenrir
Essence: 8-2-0-0-0
1: +25% Health
2: +20% Accuracy and Evasion
Beliefs

Damage is increased by 50%, additional attack, firing range of any weapon is 4 higher, area of effect for negative spells is increased by 2.
Perks

+10 Health per unit of Strength; +1% melee damage per unit of Strength.

Characteristics
Strength: 54
Intelligence: 42
Will: 60
Agility: 57
Perception: 59
Wisdom: 10
Charisma: 50

Parameters
Health: 2322
Endurance: 54
Damage (melee, base): +54%
Damage (melee): +54%
Magic Energy: 420
Magic Power: 42
Spell Efficiency: +210%
Will Checks: 60
Evasion: 187 (289)
Initiative: 57
Accuracy: 151 (234)
Observation: 59
Experience: +10%
Reward: +40%
Fire Damage -30%
Water Damage -30%
Air Damage -30%
Darkness Damage -5%
Light Damage -5%
Crit: 25%
Speed: 13

Specializations

Only one effect can be active at a time.
— Leadership
1. Characters under the commander's command receive +3 Speed and +(charisma) Initiative
— Offensive
1. Characters under the commander's command receive +(charisma) Accuracy
— Maneuvers
1. Characters under the commander's command receive +(charisma) Evasion
— Suppression
1. Characters under the commander's command receive +(charisma/2)% Damage
— Retreat
1. Characters under the commander's command (including himself) leave the battle. Can be used no earlier than the fifth turn and only once per day
— Mastery
First Row
A. +10 Charisma
B. +2 Speed
C. +15 Evasion
Second Row
A. +15 Charisma
B. +3 Speed
C. +20 Evasion
Third Row
A. +20 Charisma
B. Ability to use two commander skills simultaneously


Ephemeral Pistol
— Hand Speed
1. +1 additional attack
2. Each subsequent attack in battle deals 25% more damage (limit: +250%). In case of a miss, this effect is nullified
3. Active skill: single shot with a chance (perception vs strength) to disarm the enemy. Deals no damage. Cooldown: 1
— Concentration
1. Active skill: starting from the next turn, the character receives doubled accuracy and evasion, as well as an additional shot.
Duration: three turns. Cooldown: 3 (after effect ends)
2. +1 Accuracy per unit of Agility
3. Reloading does not consume a turn, counterattack in case of successful evasion
— Mirage
1. +1 Evasion per unit of Perception
2. Active skill: character covers a selected distance and deals damage to all enemies (provided there are enough cartridges in the magazine). Lethal shot chance: 20%. Area of effect: 1:3-8:3. Cooldown: 2
3. +35% Accuracy, +35% Evasion
— Mastery
First Row
A. +15 Accuracy
B. +15 Evasion
C. +10% Critical damage chance
Second Row
A. +20 Accuracy
B. +20 Evasion
C. +15% Critical damage chance
Third Row
A. +100% Critical damage
B. +50% Damage


— Combat Knife
1. Knife attacks remove 10% of the enemy's maximum health
2. Counterattack on every successful evasion
3. Character can throw a knife at the enemy's neck or heart. Accuracy for such an attack is halved, and after its use, a turn must be spent to change weapons. This attack deals 120% damage of the enemy's maximum health, but does not ignore armor.
— Reconnaissance
1. +2 Stealth per unit of Agility.
2. Stealth attacks kill the enemy.
3. Successful stealth kills do not reveal the character.
— Equipment
1. Character can use up to three fragmentation grenades per battle.
Damage: 750
Range: 16
Area of effect: 3x3
2. Character can use armor, advanced armor, enhancers and other inventory items without having the corresponding skills.
3. Character gains the ability to repair complex mechanisms and simple damaged equipment, but only up to 75% efficiency.
— Mastery
First Row
A. +30% Health
B. +30% Health
C. +30% Health
Second Row
A. +20 Evasion
B. +20 Evasion
C. +20 Evasion
Third Row
A. +5 Speed
B. +100% Critical damage
Gear
Raven (Pistol)
Damage: 90, 5% of enemy's maximum health.
Magazine: 12
Reload time: 1
Range: 12
Two add. shots

Combat Knife
Damage: 50

Ingelster's Armor
-40% physical attack damage
-40% fire damage
-40% water damage
-40% air damage
-40% darkness damage
-40% light damage
-40% magic damage

Ingelster's Helmet
Critical attack damage -50%

Cartridges
60

Krait

Origin: Jail Helseward's Subject/Fenrir
Essence: 9-1-0-0-0
+25% Health
Beliefs

+10 to accuracy, evasion and will/endurance checks for each companion in battle (limit: 80)
Perks

+10 Health per unit of Strength; +1% melee damage per unit of Strength.

Characteristics
Strength: 80
Intelligence: 38
Will: 50
Agility: 65
Perception: 65
Wisdom: 25
Charisma: 25

Parameters
Health: 7552
Endurance: 145
Damage (melee, base): +160%
Damage (melee): +130%
Magic Energy: 380
Magic Power: 38
Spell Efficiency: +190%
Will Checks: 50
Evasion: 125
Initiative: 65
Accuracy: 145
Observation: 65
Experience: +25%
Reward: +25%
Fire Damage -12.5%
Water Damage -12.5%
Air Damage -12.5%
Darkness Damage -12.5%
Light Damage -12.5%
Crit: 0%
Speed: 11

Specializations

— Combat Knife
1. Knife attacks remove 10% of the enemy's maximum health
2. Counterattack on every successful evasion
3. Character can throw a knife at the enemy's neck or heart. Accuracy for such an attack is halved, and after its use, a turn must be spent to change weapons. This attack deals 120% damage of the enemy's maximum health, but does not ignore armor.
— Reconnaissance
1. +2 Stealth per unit of Agility.
2. Stealth attacks kill the enemy.
3. Successful stealth kills do not reveal the character.
— Equipment
1. Character can use up to three fragmentation grenades per battle.
Damage: 750
Range: 16
Area of effect: 3x3
2. Character can use armor, advanced armor, enhancers and other inventory items without having the corresponding skills.
3. Character gains the ability to repair complex mechanisms and simple damaged equipment, but only up to 75% efficiency.
— Mastery
First Row
A. +30% Health
B. +30% Health
C. +30% Health
Second Row
A. +20 Evasion
B. +20 Evasion
C. +20 Evasion
Third Row
A. +5 Speed
B. +100% Critical damage


Way of the Sword (Way of the Sword)
Two-handed sword.
— Swordsman's Experience
1. +1% base damage per unit of Strength
2. +10 Health and +1 Endurance per unit of Agility
3. +1 Accuracy per unit of Strength
— Blade Radiance
1. Deals normal damage to a selected character and increases the damage they receive from any source by 30% until the end of the battle. Effect is cumulative. Cooldown: 1
— Blade Glint
This skill can be used in two ways.
1. Deals normal damage to a selected character and reduces their evasion and accuracy by the value of own charisma for three turns.
2. Deals normal damage to all enemies around oneself and reduces their evasion and accuracy by the value of own charisma for one turn.
Cooldown: 3 turns
— Seismic Wave
Deals damage in a straight line 3x9, destroys obstacles. Characters who fail an endurance check (against character's endurance) will be paralyzed for 1 turn. In case of a successful strength check, their speed will be reduced to three units for 3 turns. Cooldown: 3 turns
— Monster Slayer
A. +50% critical damage chance and +400% final damage against creatures and characters who have 2000 maximum health or higher
B. +75 to accuracy, evasion and will checks against characters whose humanity is lower than 6.
— Insight
1. Parry (accuracy)
2. Counterattack in case of successful evasion or parry
— Mastery
First Row
A. +10 Charisma
B. +2 Speed
C. +10 Strength
Second Row
A. +200 Health
B. +200 Health
C. +200 Health
Third Row
A. +50% Health
B. +50% Damage

Gear
Titan (two-handed sword)
Damage: 200
Indestructible.

Combat Knife
Damage: 50

Fenrir's Armor
Physical damage -30%
Ephemeral damage -30%
Magic damage -30%

Litta

Origin: Larian Armed Forces
+60 (base) and +60% (final) accuracy when using ephemeral weapons; starts with ephemeral weapon.
Essence: 7-2-1-0-0
+25% Health
+20% Accuracy and Evasion
+5% physical damage resistance
Beliefs

+4 AP
Perks

+1 Accuracy and Observation per unit of Perception.

Characteristics
Strength: 18
Intelligence: 30
Will: 35
Agility: 45
Perception: 64
Wisdom: 22
Charisma: 27

Parameters
Health: 225
Endurance: 18
Damage (melee, base): +18%
Damage (melee): +0%
Magic Energy: 300
Magic Power: 30
Spell Efficiency: +150%
Will Checks: 35
Evasion: 96
Initiative: 45 (75)
Accuracy: 606
Observation: 128
Experience: +22%
Reward: +27%
Fire Damage -17.5%
Water Damage -17.5%
Air Damage -17.5%
Darkness Damage -11%
Light Damage -11%
Crit: 45%
Speed: 5

Specializations

— Eagle Eye
1. Critical damage chance +20%
2. +(perception)% damage
3. +50% Accuracy
— Wanderer
1. +2 firing range, +2 movement speed
2. Skill 1: movement speed is twice as high (active skill). Cooldown: 1
3. Skill 2: immunity to targeted actions until the start of the next turn. Cooldown: 1
— Execution
1. Character fires remaining cartridges in the cylinder at a selected enemy. Cooldown: 5
2. +50% damage for this skill
3. Automatic cylinder reload after using this skill, -1 to the cooldown duration of this skill
— Mastery
First Row
A. +15 Accuracy
B. +15 Evasion
C. +10% Critical damage chance
Second Row
A. +20 Accuracy
B. +20 Evasion
C. +15% Critical damage chance
Third Row
A. +100% Critical damage
B. +50% Damage

Gear
Freedom (Revolver)
Damage: 300
Cylinder: 6
Reload time: 2
Range: 10

Mechanical Watch
+30 Initiative

Troiz

Origin: Jail Helseward's Subject/Fenrir
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and Evasion
Beliefs

+50% to all parameters and +4 movement speed if the character acts alone.
Perks

In case of successful evasion, the character performs a counterattack; this attack never misses.

Characteristics
Strength: 60
Intelligence: 35
Will: 50
Agility: 90
Perception: 60
Wisdom: 5
Charisma: 5

Parameters
Health: 2322
Endurance: 60
Damage (melee, base): +60%
Damage (melee): +0%
Magic Energy: 350
Magic Power: 35
Spell Efficiency: +175%
Will Checks: 50
Evasion: 150 (180)
Initiative: 130
Accuracy: 60 (72)
Observation: 60
Experience: +5%
Reward: +5%
Fire Damage -25%
Water Damage -25%
Air Damage -25%
Darkness Damage -2.5%
Light Damage -2.5%
Crit: 0%
Speed: 13

Specializations

— Combat Knife
1. Knife attacks remove 10% of the enemy's maximum health
2. Counterattack on every successful evasion
3. Character can throw a knife at the enemy's neck or heart. Accuracy for such an attack is halved, and after its use, a turn must be spent to change weapons. This attack deals 120% damage of the enemy's maximum health, but does not ignore armor.
— Reconnaissance
1. +2 Stealth per unit of Agility.
2. Stealth attacks kill the enemy.
3. Successful stealth kills do not reveal the character.
— Equipment
1. Character can use up to three fragmentation grenades per battle.
Damage: 750
Range: 16
Area of effect: 3x3
2. Character can use armor, advanced armor, enhancers and other inventory items without having the corresponding skills.
3. Character gains the ability to repair complex mechanisms and simple damaged equipment, but only up to 75% efficiency.
— Mastery
First Row
A. +30% Health
B. +30% Health
C. +30% Health
Second Row
A. +20 Evasion
B. +20 Evasion
C. +20 Evasion
Third Row
A. +5 Speed
B. +100% Critical damage


— Discipline
1. +10 Accuracy and Evasion for each companion in battle (limit: 80)
2. All items consumed by the character outside of battle have +1 to number of uses
3. When using a crossbow, the character shoots three times instead of one, but each attack deals only 60% damage.
When using a bow, the character sends the enemy; -10% current health, accuracy and evasion until end of battle at turn end, does not stack.
When using two-handed weapons, the character receives +1% damage per unit of Agility and Perception.
When using one-handed weapons, the character gains the ability to parry enemy attacks; if this ability already exists, +50% Accuracy for parrying.
When using a dagger, the character's accuracy is added to final damage.
When using ephemeral weapons, the character receives +1% critical damage chance per unit of Perception.
While wearing any armor, the character also receives 10% less damage from any source (first layer)
— Blitzkrieg
+5 movement speed
+40 Initiative
+1 additional attack for any weapon
Additional turn if the character's group is the initiator of a surprise attack
— Diversion
1. +1.5 Stealth per unit of Agility.
First attack from stealth deals double damage and paralyzes the enemy
2. Character can make bombs
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month
— Mastery
First Row
A. +10 Strength
B. +10 Agility
C. +10 Perception
Second Row
A. +15 Strength
B. +15 Agility
C. +15 Perception
Third Row
A. +20% damage from any source for each demon point, +10% maximum health per unit of humanity
B. Free switching of weapons and styles

Gear
Combat Knife (3)
Damage: 50

Rina

Origin: Accervald and western Brightwin
Essence: 9-1-0-0-0
+25% Health
Beliefs

+10 to accuracy, evasion and will/endurance checks for each companion in battle (limit: 80)
Perks

+1 Accuracy and Observation per unit of Perception.

Characteristics
Strength: 25
Intelligence: 25
Will: 35
Agility: 40
Perception: 65
Wisdom: 5
Charisma: 15

Parameters
Health: 312
Endurance: 25
Damage (melee, base): +25%
Damage (melee): +0%
Magic Energy: 250
Magic Power: 25
Spell Efficiency: +125%
Will Checks: 35
Evasion: 40
Initiative: 40
Accuracy: 130
Observation: 65
Experience: +5%
Reward: +15%
Fire Damage -17.5%
Water Damage -17.5%
Air Damage -17.5%
Darkness Damage -2.5%
Light Damage -2.5%
Crit: 50%
Speed: 3

Specializations

— Arquebus
1. Character can use this type of weapon
— Sniper Arquebus
1. Character can use this type of weapon
— Hand Cannon
1. Character can use this type of weapon
— Mastery
First Row
A. +15 Accuracy
B. +15% Damage
C. +10% Critical damage chance
Second Row
A. +20 Accuracy
B. +25% Damage
C.+15% Critical damage chance
Third Row
A. +25% Critical damage chance
B. +50% Damage


— Discipline
1. +10 Accuracy and Evasion for each companion in battle (limit: 80)
— Diversion
1. +1.5 Stealth per unit of Agility.
First attack from stealth deals double damage and paralyzes the enemy

Gear
Fenrir's Helmet
Critical attack damage -30%

Fenrir's Armor
Physical damage -30%
Ephemeral damage -30%
Magic damage -30%

Rina's Sniper Rifle
Damage: 500
Range: 30
Reload: 1

Rain

Origin: Jail Helseward's Subject/Fenrir
Essence: 8-2-0-0-0
Beliefs

+50% to all parameters and +4 movement speed if the character acts alone.
Perks

All rolls are twice as high in one-on-one battles.

Characteristics
Strength: 60
Intelligence: 40
Will: 40
Agility: 55
Perception: 70
Wisdom: 20
Charisma: 20

Parameters
Health: 2322
Endurance: 60
Damage (melee, base): +60%
Damage (melee): +0%
Magic Energy: 400
Magic Power: 40
Spell Efficiency: +200%
Will Checks: 40
Evasion: 150 (180)
Initiative: 95
Accuracy: 145 (246)
Observation: 70
Experience: +20%
Reward: +20%
Fire Damage -20%
Water Damage -20%
Air Damage -20%
Darkness Damage -10%
Light Damage -10%
Crit: 100%
Speed: 13

Specializations

— Combat Knife
1. Knife attacks remove 10% of the enemy's maximum health
2. Counterattack on every successful evasion
3. Character can throw a knife at the enemy's neck or heart. Accuracy for such an attack is halved, and after its use, a turn must be spent to change weapons. This attack deals 120% damage of the enemy's maximum health, but does not ignore armor.
— Reconnaissance
1. +2 Stealth per unit of Agility.
2. Stealth attacks kill the enemy.
3. Successful stealth kills do not reveal the character.
— Equipment
1. Character can use up to three fragmentation grenades per battle.
Damage: 750
Range: 16
Area of effect: 3x3
2. Character can use armor, advanced armor, enhancers and other inventory items without having the corresponding skills.
3. Character gains the ability to repair complex mechanisms and simple damaged equipment, but only up to 75% efficiency.
— Mastery
First Row
A. +30% Health
B. +30% Health
C. +30% Health
Second Row
A. +20 Evasion
B. +20 Evasion
C. +20 Evasion
Third Row
A. +5 Speed
B. +100% Critical damage


Ephemeral Rifle
— Headshot
1. +25% Damage
2. +25% Damage
3. Active skill: -50% final accuracy, +250% base damage. Cooldown: 1
— Aimed Shot
1. +1 Accuracy per unit of Intelligence
2. +20% Critical damage chance
3. +20% Critical damage chance
— Sniper
1. +50% Accuracy
2. Firing range increased three times
3. Kills refresh character's turn
— Mastery
First Row
A. +15 Accuracy
B. +15 Evasion
C. +10% Critical damage chance
Second Row
A. +20 Accuracy
B. +20 Evasion
C. +15% Critical damage chance
Third Row
A. +100% Critical damage
B. +50% Damage


— Discipline
1. +10 Accuracy and Evasion for each companion in battle (limit: 80)
2. All items consumed by the character outside of battle have +1 to number of uses
3. When using a crossbow, the character shoots three times instead of one, but each attack deals only 60% damage.
When using a bow, the character sends the enemy; -10% current health, accuracy and evasion until end of battle at turn end, does not stack.
When using two-handed weapons, the character receives +1% damage per unit of Agility and Perception.
When using one-handed weapons, the character gains the ability to parry enemy attacks; if this ability already exists, +50% Accuracy for parrying.
When using a dagger, the character's accuracy is added to final damage.
When using ephemeral weapons, the character receives +1% critical damage chance per unit of Perception.
While wearing any armor, the character also receives 10% less damage from any source (first layer)
— Blitzkrieg
+5 movement speed
+40 Initiative
+1 additional attack for any weapon
Additional turn if the character's group is the initiator of a surprise attack
— Diversion
1. +1.5 Stealth per unit of Agility.
First attack from stealth deals double damage and paralyzes the enemy
2. Character can make bombs
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month
— Mastery
First Row
A. +10 Strength
B. +10 Agility
C. +10 Perception
Second Row
A. +15 Strength
B. +15 Agility
C. +15 Perception
Third Row
A. +20% damage from any source for each demon point, +10% maximum health per unit of humanity
B. Free switching of weapons and styles
Gear
Combat Knife
Damage: 50

Fenrir's Armor
Physical damage -30%
Ephemeral damage -30%
Magic damage -30%

Rain's Ephemeral Rifle
Damage: 500
Range: 20
Reload: 1
Magazine: 4

Cartridges
20

Shell

Origin: Orion
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and Evasion
Beliefs

Damage is increased by 50%, additional attack, firing range of any weapon is 4 higher, area of effect for negative spells is increased by 2.
Perks

+1 Evasion per unit of Agility, +2 movement speed.

Characteristics
Strength: 30
Intelligence: 29
Will: 42
Agility: 88
Perception: 60
Wisdom: 5
Charisma: 7

Parameters
Health: 375
Endurance: 30
Damage (melee, base): +29%
Damage (melee): +0%
Magic Energy: 290
Magic Power: 29
Spell Efficiency: +145%
Will Checks: 42
Evasion: 236 (283)
Initiative: 128
Accuracy: 148 (177)
Observation: 60
Experience: +5%
Reward: +7%
Fire Damage -21%
Water Damage -21%
Air Damage -21%
Darkness Damage -2.5%
Light Damage -2.5%
Crit: 45%
Speed: 18

Specializations

Imperial Art of the Sword
— Sword Dance
1. +1 Evasion per unit of Perception
2. +1 Accuracy per unit of Agility
3. Successful attacks by the character can prevent the enemy from using active skills on the next turn and remove all positive effects (intelligence -> will)
— Crescent
1. Character's attacks deal damage to all enemies standing in front of them
2. +100% Critical damage
3. +2 additional attacks
— Moon Dance
1. +2 movement speed
2. Skill 1: character attacks all enemies on the line of their straight movement. Cooldown: 2 turns
3. All characters around the swordsman (+2) receive 133% damage up to 12 times (total). Cooldown: 5
— Mastery
First Row
A. +2 Speed
B. +2 Speed
C. +2 Speed
Second Row
A. +15% Critical damage chance
B. +15% Critical damage chance
C. +15% Critical damage chance
Third Row
A. +100% Critical damage
B. Critical attacks pierce enemy armor


— Discipline
1. +10 Accuracy and Evasion for each companion in battle (limit: 80)
2. All items consumed by the character outside of battle have +1 to number of uses
3. When using a crossbow, the character shoots three times instead of one, but each attack deals only 60% damage.
When using a bow, the character sends the enemy; -10% current health, accuracy and evasion until end of battle at turn end, does not stack.
When using two-handed weapons, the character receives +1% damage per unit of Agility and Perception.
When using one-handed weapons, the character gains the ability to parry enemy attacks; if this ability already exists, +50% Accuracy for parrying.
When using a dagger, the character's accuracy is added to final damage.
When using ephemeral weapons, the character receives +1% critical damage chance per unit of Perception.
While wearing any armor, the character also receives 10% less damage from any source (first layer)
— Blitzkrieg
+5 movement speed
+40 Initiative
+1 additional attack for any weapon
Additional turn if the character's group is the initiator of a surprise attack
— Diversion
1. +1.5 Stealth per unit of Agility.
First attack from stealth deals double damage and paralyzes the enemy
2. Character can make bombs
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month
— Mastery
First Row
A. +10 Strength
B. +10 Agility
C. +10 Perception
Second Row
A. +15 Strength
B. +15 Agility
C. +15 Perception
Third Row
A. +20% damage from any source for each demon point, +10% maximum health per unit of humanity
B. Free switching of weapons and styles

Gear
Shell's Armor
Three times per battle nullifies damage received by the character.

Shell's Sword
Damage: 100
Each successful attack leaves a wound on the enemy; when there are five such wounds, they receive (agility*10) units of true damage.

Mitch

Origin: Fort Ordegard
Essence: 3-2-5-0-0
+25% Health
+20% Accuracy and Evasion
+25% physical damage resistance
-20 Charisma
Beliefs

Damage is increased by 50%, additional attack, firing range of any weapon is 4 higher, area of effect for negative spells is increased by 2.
Perks

Character can shoot or cast and move simultaneously.

Characteristics
Strength: 100
Intelligence: 5
Will: 5
Agility: 5
Perception: 80
Wisdom: 5
Charisma: 0

Parameters
Health: 1250
Endurance: 100
Damage (melee, base): +100%
Damage (melee): +0%
Magic Energy: 50
Magic Power: 5
Spell Efficiency: +25%
Will Checks: 5
Evasion: 57 (68)
Initiative: 5
Accuracy: 132 (158)
Observation: 80
Experience: +5%
Reward: +5%
Fire Damage -2.5%
Water Damage -2.5%
Air Damage -2.5%
Darkness Damage -0%
Light Damage -0%
Crit: 37%
Speed: 5

Specializations

Ephemeral Shotgun
— Expert
1. Ranged attack distance +2, movement speed +2
2. Damage received by the character is reduced by 25%
3. Character's attacks ignore 75% of enemy armor
— Specialist
1. Character's attacks deal area-of-effect damage 3x1
2. Character's attacks deal area-of-effect damage 3x3
3. Character's attacks reduce the initiative of characters hit by the shot by 50
— Support Shot
1. The character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the area restore 25% health and magic energy. Only in combat. Cooldown: 3
2. The character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the area deal 40% more damage until the end of the turn. Only in combat. Cooldown: 3
3. The character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the area receive 50% less end-of-turn damage. Only in combat. Cooldown: 3
— Mastery
First row
A. +15 to accuracy
B. +15 to evasion
C. +10% to critical hit chance
Second row
A. +20 to accuracy
B. +20 to evasion
C. +15% to critical hit chance
Third row
A. +100% to critical damage
B. +50% to damage

Equipment
Mitch's Ephemeral Shotgun
Damage: 500
Range: 6
Cooldown: 2
Capacity: 2

Cartridges
30

Fenrir's Helmet
Critical attack damage -30%

Mitch's Armor
Physical damage -65%
Ephemeral damage -65%

Norio

Origin: Nihon
Essence: 8-2-0-0-0
+25% to health
+20% to accuracy and evasion
Beliefs

The character receives twice as much experience.
Perks

+10 health for each unit of strength; +1% melee damage for each unit of strength.

Characteristics
Strength: 55
Intelligence: 46
Will: 54
Dexterity: 79
Perception: 56
Wisdom: 20
Charisma: 10

Parameters
Health: 2475
Stamina: 55
Damage (melee, base): +213%
Damage (melee): +55%
Magic energy: 460
Magic power: 46
Spell efficiency: +230%
Will checks: 54 (64)
Evasion: 79
Initiative: 119
Accuracy: 56 (126)
Observation: 56
Experience: +0%
Reward: +0%
Fire damage -27%
Water damage -27%
Air damage -27%
Darkness damage -10%
Light damage -10%
Crit: 0%
Speed: 11

Specializations

Way of the Warrior
— Battodjutsu
1. +50% accuracy
2. +50% accuracy
3. The character can parry enemy attacks and shots
— Meijin
1. +50% armor penetration
2. +50% armor penetration
3 +1 additional attack
— Iai do
1. The warrior can deliver a surprise strike to an opponent they are adjacent to. Such a strike, if successful, deals ten times more damage. Stealth vs Observation, only outside of combat
2. +20 to dexterity
3. +20 to perception
— Mastery
First row
A. +2 to speed
B. +10 to dexterity
C. +10 to perception
Second row
A. +3 to speed
B. +15 to dexterity
C. +15 to perception
Third row
A. +1 additional attack
B. +1 additional attack


— Discipline
1. +10 to accuracy and evasion for each companion in combat (limit: 80)
2. All items consumed by the character outside of combat have +1 to the number of uses
3. When using a crossbow, the character fires three times instead of once, but each attack deals only 60% damage.
When using a bow, the character sends the opponent; -10% current health, accuracy and evasion until the end of combat at the end of the turn, does not stack.
When using two-handed weapons, the character receives +1% to damage for each unit of dexterity and perception.
When using one-handed weapons, the character gains the ability to parry enemy attacks; if this ability is already present, +50% accuracy for parrying.
When using a dagger, the character's accuracy is added to the final damage.
When using ephemeral weapons, the character receives +1% critical hit chance for each unit of perception.
While wearing any armor, the character also receives 10% less damage from all sources (first layer)
— Blitzkrieg
+5 to movement speed
+40 to initiative
+1 additional attack for any weapon
Additional turn if the character's group is the initiator of a surprise attack
— Diversion
1. +1.5 to stealth for each unit of dexterity.
The first attack from stealth deals double damage and paralyzes the opponent
2. The character can make bombs
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month
— Mastery
First row
A. +10 to strength
B. +10 to dexterity
C. +10 to perception
Second row
A. +15 to strength
B. +15 to dexterity
C. +15 to perception
Third row
A. +20% damage from all sources for each demon point, +10% maximum health for each unit of humanity
B. Free switching of weapons and styles

Equipment
Fenrir's Helmet
Critical attack damage -30%

Fenrir's Armor
Physical damage -30%
Ephemeral damage -30%
Magic damage -30%

Katana
Damage: 100

Glazer

Origin: Larian Armed Forces
+60 (base) and +60% (final) accuracy when using ephemeral weapons; starts with ephemeral weapon.
Essence: 9-1-0-0-0
+25% to health
Beliefs

Damage increases by 50%, additional attack, ranged attack distance from any weapon is higher by 4, area of effect of negative spells increased by 2.
Perks

+15 to intelligence; the character gains the ability to repair complex mechanisms.

Characteristics
Strength: 40
Intelligence: 53
Will: 8
Dexterity: 20
Perception: 60
Wisdom: 6
Charisma: 5

Parameters
Health: 3000
Stamina: 40
Damage (melee, base): +40%
Damage (melee): +0%
Magic energy: 530
Magic power: 53
Spell efficiency: +265%
Will checks: 8
Evasion: 20
Initiative: 20
Accuracy: 60
Observation: 60
Experience: +6%
Reward: +5%
Fire damage -4%
Water damage -4%
Air damage -4%
Darkness damage -3%
Light damage -3%
Crit: 0%
Speed: 3

Specializations

— Basic Training
1. The character can use enhancers
— Advanced Training
1. The character can use a closed slot
— Expert Training
1. The character can tune enhancers

Equipment
Glazer's Helmet
Critical attack damage -40%

Glazer's Armor
Physical damage -30%
Ephemeral damage -30%
Magic damage -30%
Fire damage -100%

Glazer's Flamethrower
Damage: 300x5 fire
Area of effect: 3x10
Charge: 50/50

Glazer's Enhancer
First slot: ✧ Glazer's Heart
+2000 health units
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Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#1268
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I glanced at it briefly, but it seems like these "terminators" need us about as much as a dog needs a fifth leg.
Since Mент might still be offended, let me explain my point – the goal wasn't to insult, offend, belittle, or show disrespect. I'm just not interested in arguing with you (or reading a 10-page argument in gray text) about whether or not it's worthwhile to go on the first quest. If you want to go, go ahead; no one has the right to stop you.
Besides, the first quest has some kind of complicated map, so I'm even less inclined to go there.
Where do we go?
Where do we end up when we save the world?
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#1269
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Health: 7552
I hope they kill it.
Accuracy: 606
When I was planning a build for Elrina at the beginning of the game, I somehow ended up with 800+.

But as it is, it's a joke, of course. In the first quest, there will be just a casting scene with a massacre without dialogues and special effects; there's nothing for us to look for there.

Whatever
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#1270
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I have a feeling that some of the guys from "Fenrir" should be reassigned to the second quest because they lack stealth skills (and Rina, who also has low stealth), while they could handle all the stealth-related tasks.
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#1271
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I glanced at it briefly, of course, but it seems like we're about as useful to these terminators as a fifth leg is to a dog.
Since Ment might still be offended, let me explain my point – the goal was not to offend or hurt, not to humiliate or show contempt, I'm just not interested in arguing with you (or reading an argument) for 10 pages of gray text about whether or not it's worth going on the first quest. If you want to go, no one has the right to stop you.
And also, the first quest has some kind of complex map, so I don't want to go there even more.
Well, sending more than one or two people there is definitely strange. And it's clear that they are all terminators – except for Rina (who I was actually thinking of replacing). Personally, this first quest seems interesting to me, although it is dangerous. If I were sure that my presence there wouldn't hinder you (and ideally would help), I would definitely go there, but for now, I'm just consulting.
There was also a thought that Rina wouldn't be a hindrance to you; after all, guarding the gorge is a good job for archers
 

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#1272
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You need to position yourself on this territory and prevent the enemy from passing through the lower southern area.
Expedition: Tower Defence
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#1273
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/In short, the main thing that bothers me is that the first mission is expected to be mostly stealth-based, and I'm not really suited for that. That is, I'll have to sit in the mountains and "wait for the signal." Not the best scenario, so I'm leaning towards skipping it and going with the second option./
 

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#1275
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could they possibly manage to die before the end of the day?

Whatever
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#1276
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Let them deal with it. It's their problem now.

Be strong. Believe
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#1277
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While Alaria had heard about the creatures from "Fenrir" time and time again, she had never seen members of this division in action. And although the training conducted in the camp could hardly be called combat conditions, the skills demonstrated by most of Ingelster's trainees were truly impressive. Some, however, didn't quite live up to the "monster" label; the demoness had the impression that she and some other members of her small squad were far more dangerous. Nevertheless, even so, it was difficult to call them weak. And Alaria was glad for the opportunity to train with such impressive people. It was just a pity that it wasn't so easy to establish contact with them outside of training: some were simply taciturn, some were empty shells of their former selves, and some, like certain members of her own squad, had obvious mental problems.

Outside of training and communication with her Orionian comrades, Alaria devoted her free time to the book she had acquired recently. This was shortly after she was appointed to command a squad. Although the book was presented as the autobiography of a certain commander who wished to remain anonymous, it fell short of the demoness's expectations – a good half of it was taken up by the author's tirades about how much he hated tax collectors. There were also plenty of tips on "How to dress properly to impress employers" or dubious wisdom in the spirit of "If the budget is tight, you can always reach into the pockets of your subordinates." However, it was amusing to read this stuff.
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#1278
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We managed to find common ground with Gilza.
( ͡° ͜ʖ ͡°)
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#1279
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he clearly had mental health issues.
that's how we selected people for our squad.

Be strong. Believe
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#1280
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Fenrir resembles a typical party of players on an expedition, and the player characters resemble Fenrir's squad.

Whatever