Posts from Lafrenia
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Primary weapon: Pistol Damage: 100 (130) Range: 6 Reload: 1. Secondary/backup weapon: - Slot 1: ammo (13/18) Slot 2: - | Milo Kozel Experience: 335 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 learning checkers, pistol, and blunderbuss. Conviction: Dante ・Willpower +5. ・+2% to experience gained for each point of willpower. Skills ・Fight to the last. Once per battle, the character survives a lethal attack (remains at 1 HP). Works once per day. Pistol 1. No penalty 2. +3 to accuracy, +2 to attack Attributes Attack: 11 (P:13) Health: 100 Defense: 0 Accuracy: 13 (P:16) Evasion: 12 Speed: 11 Willpower: 16 (17) AP: 3 Charisma: 8 Beauty: 12 Crit: 0% Event points: 1 Inventory Wallet: 5 chimea. "War and Light" (N.E. Khudoy). Handkerchief +1 to willpower. |
| Koriel Tav Experience: 0 Origin: Lilyets (M) AP +1, accuracy +2, agility +2, speed +2, attack -1, willpower -2. ・Ability to learn magic. Conviction: Avaritia ・Charisma +3, speed +2. ・+100 chimea. Skills - Attributes Attack: 9 Health: 100 Defense: 0 Accuracy: 12 Evasion: 12 Speed: 14 Willpower: 8 AP: 4 Charisma: 13 (15) Beauty: 10 Crit: 0% Event points: 1 Inventory Wallet: 0 chimea. Business attire Charisma +1 |
Nah. I doubt I'll play as a luxury unit or a unit of any race, it's not my gameplay style.
it's a shame there are no maps..
Lilies
In my opinion, one of the strongest origins, despite the fact that for the "J" type, the bonuses are more geared towards social stats and a penalty to attack, while for the "M" type, despite the bonuses to combat stats, there's a penalty to both attack and willpower. The reason for my opinion lies in the excellent abilities, each of which is quite useful. Here you have an option for ranged combat with a decent range, guaranteeing a hit on the enemy. And a chance to reflect damage back, which would be very useful during the quest in Erathia. Unfortunately, this damage doesn't ignore resistances and defense, so a mirror is also more useful against all sorts of agile creatures. And the guaranteed +10 to speed and +2 to movement range are so good that you can only refuse them on principle – the usefulness of an extra turn is hard to overestimate. Especially when these +10 speed and +2 to movement range cost 800 experience points.
Nye
Essentially, the Nye can fulfill three functions: they are either used to break the game balance, or to compensate for the shortcomings of the chosen alignment, or to create a character with high movement range. Of course, what you can turn a Nye into is in no way comparable to demons (except for movement range), but they can (possibly) be allowed into the city. In addition, the Nye have access to a number of good and cheap abilities for melee warriors, although only the last one can be considered truly universal.
Kaol
Another interesting option, although somewhat limited in the choice of alignments or weapon skills, due to the massive penalties to certain parameters, making it a more extreme version of the Lilies in this regard. Like the Lilies, it has a number of interesting features, although the Kaol abilities are more expensive and not as universal. However, little compares to wind wings.
Demons
Classic beastmen from the Revachol setting, nothing new. Well, except that there are no penalties to magic.
Karinn
Potentially a strong choice, but at the same time quite risky and limiting the choice of weapons for the character. Here you should be prepared that at the start, the character will lag behind their comrades by about 14 stat points, so you shouldn't count on high damage, speed, or dodge and accuracy. Moreover, without health bonuses from the weapon skill or alignment, the character will die (haha) from the hit of a simple arrow. If you choose a Karinn, I would already be thinking about a backup character.
Refitea
Except for the book passive, they don't stand out in any special way. No interesting abilities – just small bonuses to half of the stats and a little saved experience (about 2000, if you don't want to learn all the available skills right away). Of course, boring doesn't equal weak, and these 2000 experience points can be spent on alignment bonuses or additional stat points.
Ditlind
Approximately like Refitea, but with bonuses to more useful stats and a stronger start. It's hard to say how much better their starting equipment is compared to the usual, but Revachol is usually not stingy in this regard. Perhaps a little weaker than the Refitea, but it's hard to judge at a glance.
Federation
Another not too interesting option. Perhaps even the weakest of the three, as the origin's features are limited to access to the trading skill and synergy with the Avarice alignment. In addition, you can only note a good bonus to speed, but the Ditlind has exactly the same bonus.
Where do we end up when we save the world?
Added 26 minutes later
Free allocation of parameters (attack, health x10, OD, defense x2, accuracy, evasion, speed, will, charisma, beauty) but no more than +5 or -5 to one.
• Refreshing Touch [500]
Removes negative effects from the selected character. Can be used up to five times per day.
• Healing Water [500]
Restores (Will*10) health to the selected character. Can be used up to five times per day.
• Amulet [1000]
Once per battle, cancels the first negative effect applied to the selected character; after activation, grants immunity to negative effects until the start of the character's next turn. Can be used up to three times per day, only in battle.
• Wings of the Wind [800]: The selected ally receives +2 to Initiative, +10 to Speed, and +50% to Dodge until the end of the battle. Can be used up to three times per day.
• Wall [1500]: The character can create obstacles on the battlefield. Up to 15 cells can be created per day. Obstacles have 100 health and 25 defense.
• Insight [1000]. The character's attacks ignore the opponent's defense and block.