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Okay, everything's messed up. New plan. I'm using a Lightning Scroll on an arrow, and using Quick Hands. I shoot four times at different elves. If I hit, they'll be paralyzed. Approve if you agree. I think it's better to shoot at three on the left and one on the right.
If that's possible, then it's okay. Only the main elf seems to move second.
Cult of Zholay +40 to charm +20% to endurance Immunity to diseases The character practically feels no pain Magic power is increased by the amount of Charm points
✧ Hunger ✧ The victim loses control over themselves and begins to eat all the food they can find; a character who fails the check (magic power vs endurance) dies from overeating (out of combat) ✧ Despair ✧ The victim is unable to perform any actions; a character who fails the check (magic power vs willpower) commits suicide (cooldown: 6 turns) ✧ Dreams ✧ The victim falls asleep and enters a dream world where all their wildest desires become reality; a character who fails the check (magic power vs awareness) remains in a state of sleep until complete exhaustion, or until the spell is dispelled (cooldown: 6 turns) ✧ Attraction ✧ The victim loses control over themselves and begins to seek individuals of their preferred gender, hoping to satisfy animal instincts; a character who fails the check (magic power vs strength) dies from a heart attack (out of combat) ✧ Fury ✧ The victim loses control over themselves and attacks the nearest character (in combat lasts for 3 turns) (cooldown: 2 turns) ✧ Chosen ✧ The victim loses the ability to harm the caster in any way for 5 turns (cooldown: 2 turns) ✧ Shapeshifter ✧ The caster is able to change their appearance or take the form of a sentient being they have seen with their own eyes ✧ Cultural Exchange ✧ Sexual contact with a target who fails the check (magic power vs willpower) grants one of their skills and one of that skill's bonuses (no more than once per target) ✧ Seduction ✧ A cult follower uses a special magical technique to seduce a target (of any gender); a character who fails the check (magic power vs willpower) succumbs to seduction and falls under the cultist's influence; sexual contact with the victim kills them and permanently increases the caster's willpower by 1 and endurance by 5 ✧ Sacrifice ✧ The cultist sacrifices a living character and receives 4 points of characteristics to distribute freely ✧ Blessing of Zholay ✧ The character revives at the end of combat with 50% health
Adventurer +3 to all characteristics +5 to cunning for each point of charm The character is able to play dead +1 to awareness for each point of intelligence
✧ Glib Tongue ✧ The character is able to pass any check using the cunning parameter; cunning is doubled ✧ Haggler ✧ -0.5% to the cost of goods for each point of intelligence (30%)
Property:
Rack (x1) Witch's Chair (x1) Iron Maiden (x1) Iron Pear (x1) Writing Desk (x1) Juranc Hide (x10) Ginger Cat: -5% damage from fire magic if on a cell adjacent to the owner White Cat: -5% damage from water magic if on a cell adjacent to the owner Black Cat: -5% damage from earth magic if on a cell adjacent to the owner Gray Cat: -5% damage from air magic if on a cell adjacent to the owner Hairless Cat: -5% physical damage if on a cell adjacent to the owner Large secret lair with cultists: opportunity to hide from pursuit; healing from wounds
Cult of Zholay +40 to charm +20% to endurance Immunity to diseases The character practically feels no pain Magic power is increased by the amount of Charm points
Society of Mages Intelligence no less than 30 +2 awareness for each point of intelligence Society Ring: 30% discount on goods in Society shops +1 to accuracy of targeted spells for each point of perception
✧ Analyst ✧ The character is able to determine the skills of a sentient being ✧ Quick Mind ✧ The character is able to use two spells per turn ✧ Elementalist ✧ -25% damage from all elements; magic school and elemental spell for the day ✧ Merger ✧ A mage who perfectly masters the art of creating elementals is able to become half-elemental; the character, when necessary, transforms into an elemental, gaining some properties of the elemental's body and all spells of the magic school
Air Magic
Air Elemental: fully protects the owner from melee attacks and attacks using air magic if on an adjacent cell (cooldown: 5 turns) Life: owner's magic power * 4 Damage: owner's magic power Speed: 50 Initiative: owner's initiative * 2 Evasion: 60 Accuracy: owner's accuracy Features: immunity to air and water element spells, +50% damage from earth magic Spells: air arrow, whirlwind Equipment: Monocle: +5 to accuracy Beautiful Outfit: +5 to attractiveness
Inventory: 25 axot 5 gold coins 20 silver coins
Beautiful Outfit (x2) Book "(Un)Forbidden Desires": +2 to magic power Book "Air Magic for Girls": +2 to magic power Squeaky toy with valerian: -2 to willpower; cats deal 50% less damage
Origin: Minotaurs: strength doubled, endurance x1.5; ability to attack an enemy with horns (damage = strength) as an additional attack; +10 to repulsiveness
Pit Spawn +0.5 to accuracy for each point of strength Stealth attacks during combat deal normal damage Character's strength is doubled Character's endurance is increased by x1.5
✧ Additional Attack ✧ ✧ Flame of the Underworld ✧ +2 additional fire damage for each point of endurance; character's attacks deal damage to mental entities ✧ Blood Thirst ✧ In combat, the character is not affected by effects that influence the mind, as well as effects of poisons, diseases, and bleeding ✧ Disguise ✧ Allows the demon to create an illusion of a human appearance; characters with high willpower (40 and above) see the demon's true form
Knight The character cannot be stunned +5 to health for each point of strength Critical attacks deal normal damage Removes the movement speed penalty when using heavy armor and shields
Legionnaire +40% to health, willpower, initiative and accuracy if at least one ally participates in the battle
✧ Specialist ✧ Fully upgraded combat skill
Polearm Skillful Handling: +2 to damage for each point of strength Accuracy: +1 to accuracy for each point of agility Parry (evasion vs accuracy) Strike from Afar: the character gains the ability to attack an enemy located 3 cells away from them Devastating Strike: double damage; chance (accuracy vs evasion) to hit the enemy in a vulnerable spot and cause bleeding (-25% of maximum health for 3 turns; cooldown: 4 turns)
Warrior of Hain +10 to mental fortitude for each point of willpower Character's attacks deal damage to mental entities
✧ Ronin ✧ Free skill and 2 Two-Handed Weapon abilities; +50% to accuracy; +5 to health for each point of willpower; +1 to willpower for each point of endurance ✧ Preemption ✧ The character strikes each new attacking enemy before their attack (evasion, parry and block do not work) ✧ Yumi ✧ Free skill and three Bow abilities; +2 to health for each point of willpower; +1 to ranged accuracy for each point of willpower; +1 to willpower for each point of endurance ✧ Aid ✧ Standing next to an ally, the character deals 1 hit to the enemy after the ally's turn; enemies passing within a distance of 2 cells also receive a hit
Legionnaire +40% to health, willpower, initiative and accuracy if at least one ally participates in the battle
Two-Handed Weapon Skillful Handling: +2 to damage for each point of strength Additional Attack
Bow Skillful Handling: +1 to damage for each point of strength Experience: +25% damage; +1 to firing range for each point of strength Quick Hands: 4 shots per turn (cooldown: 5 turns)
Origin: People of Hain: +5 to mental fortitude for each point of willpower; +1 skill point
White Lily: +5 to all characteristics Immunity to negative effects that influence the mind The character restores their health and is healed from negative effects out of combat Mental deviation: the character is unable to deliver a killing blow to female characters from Hain and Dzyuan
Society of Mages Intelligence must be at least 30 +2 Awareness for each point of Intelligence Ring of the Society: 30% discount on goods in the Society's stores +1 to accuracy of targeted spells for each point of Perception
✧ Negation ✧ Spells from the selected school of magic do not affect the character, and he himself is unable to use spells from this school (fire magic) ✧ Specialist ✧ The power of magic when using spells from the chosen school (all schools of magic except the Cult of Zhola, the Cult of Silence, and Structuralists) is increased by 2 times; the character cannot use spells from other schools of magic; the player can create their own spells for this school (earth magic)
Earth Magic
Boulder: target receives (magic power * 2) units of damage Diamond Spear: target receives (magic power * 7) units of damage, pierces physical armor and shields, and deals (magic power) units of damage to the character standing behind the target (recharge: 3 turns) Creation and Destruction: - the mage creates a stone shelter that an ally or himself can hide behind - archers are able to fire from behind cover without being subject to ranged attacks from the enemy - the mage destroys a physical barrier, whether it be a door, wall, or rock that the enemy is hiding behind; the larger the target, the more times this spell must be used (recharge: 2 turns)
Weapon Characteristics: Troned's Staff: 15; +10 to magic power; -70 to accuracy
Inventory: Book "Essence of Earth": +20 to magic power
Origin: Intelligent Amphibian: agility increased by 4 times, perception by 3, strength decreased by 2 times; immunity to water magic spells Food Requirement: 2 axots/day
Troll Combat Technique +0.2 to accuracy for each point of strength Character's attacks cannot be parried
✧ Wall ✧ The troll takes all attacks for 3 turns; up to 3 allies can hide behind the troll ✧ Smash ✧ The troll attacks all characters in front, they receive damage equal to strength, are stunned for 1 turn and pushed back 20 cells (recharge: 2 turns) ✧ Roar ✧ The troll emits a piercing roar; enemies who fail the check (strength against willpower) run away in terror or surrender (recharge: 3 turns) ✧ Deadly Embrace ✧ The troll grabs its opponent within a radius of 2 cells and strangles them, removing them from battle; an opponent who fails the check (strength + endurance against strength) dies (recharge: 4 turns)
Adventurer +3 to all characteristics +5 to cunning for each point of charisma The character can pretend to be dead +1 to awareness for each point of intelligence[/COLOR]
✧ Premonition ✧ The character senses potentially fatal danger, an ambush, a potentially dangerous character, the need for more characters to participate in the quest, etc.
Inventory: Wooden cat figurine: +10 to willpower
Origin: Trolls: strength and endurance increased by 3 times; agility and intelligence decreased by 2 times; + 15 to unattractiveness; in the two-handed weapon skill "Accuracy," strength is replaced by perception; inability to use bows Mental Deviation: the character cannot use weapons or attack enemies if they do not attack him in melee combat Food Requirement: 40 axots/day
Origin: Demon: immunity to fire magic; once per game day, the character can transform into a dragon for 5 turns if they have had sexual intercourse with their master at any time before the battle. The next sexual act on the same day will permanently remove 1 point of endurance from the master and allow them to transform back into a dragon again. Each subsequent sexual act on that day will remove 1 more point. Food Requirement: 5 axots/day
/If anything, I hope that the collectible card with the claws will resurface somewhere. Look for it in the sewers or somewhere else; Corcetus probably didn't use it for its intended purpose./
Ervat, miraculously surviving, wiped his bloodied dagger on the inside of his cloak, slowly approached Jakamer, knelt beside him, and gently closed his eyelids with his hand.
"Is it all over? Can we come out now?" a voice filled with fear asked from under the cart.
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт
- Scum of the earth, - the elf cursed, getting off the cart and kicking the elf corpse lying nearby. Then he approached the fallen slave and sighed sadly. - We need to take them with us, - he said emotionlessly and dragged Beleroth's body towards the cart.
Until this point, Felian had not had to fight the Lafirs, and now he could only be glad that he had been so incredibly lucky until today. He expected an ambush in the forest, but naively assumed that the experience he had gained in Ofaash would be enough to track down and defeat the enemy. But the opponent turned out to be far superior to all his expectations. If it weren't for the warrior in heavy armor, who blocked the passage and distracted the enemies, and his friend, shooting enchanted arrows, they would have had no chance. And how did the legionaries manage to cope with an entire army? Of course, the long absence of training also played a role.
Sitting down on the ground, Felian put away his swords and took a health potion to regain his strength. Who knows if their friends are lurking nearby?
As soon as Beleroth descended to the ground, an elven arrow pierced his body. Then another, and another... in a matter of seconds, the demon was covered in them, like a pincushion. His heavy armor seemed useless – to the lafarian archers, it was barely distinguishable from a simple tunic. And even though, even so, the enemy attacks were like scratches to the demon, Beleroth could not withstand such a large number of attacks. With each moment, the warrior's movements slowed down – it became increasingly difficult for him to stay on his feet. The last shot, and the demon, unable to continue moving, falls to the ground. Credit where credit is due – the lafarians were smart enough to understand which member of the group was the most dangerous. And they had enough strength to deal with their problem. An achievement for the elves, but a humiliation for the warrior himself. One of many, but this time, the last one.