Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Destiny: elder, the player character can give advice to another player's character, granting the latter from 0 to 100 experience units (once per day and for no more than 3 characters) Origin: child of darkness Traits: living sword - the character does not need to satisfy physiological needs - the character is immune to poisons, toxins, and diseases - the player character is unable to consume potions or any similar products -60% physical damage - enemy abilities aimed at destroying items deal normal damage - the character can pretend to be an ordinary weapon; without special skills, an opponent cannot recognize them as a sentient being Religion: Iron Lord: +1 to faith - ordinary fire outside of combat deals no damage - enemy abilities with fire damage deal 70% less damage Talent: blacksmith +3 to physical development - lucky horseshoe, bag of nails, and a hammer Experience:0 Level: 2 Free actions:2 Available skill slots:7
Final basic attack damage = (magic power * 1.5) + (will * 0.2) + accuracy = 135
Passive Replaceable Wielder Level II: - the wielder can use the sword as a replacement for their own weapon - to do this, the wielder must spend one slot and one Level VI charge - Kalimor is able to act on his turn Level III: - the character's magic power affects the final basic attack damage of the wielder - magic power = 75 Level IV: - magic power * 1.2 = 90 Level V: - magic power * 1.3 = 98 - the wielder can use Kalimor's skills instead of their own Level VI: 4 turns - magic power * 1.5 = 113 - three parameters of the wielder are increased by magic power * 0.3 = 23 Active Telepathy: the character can read the thoughts of allies and NPCs; the number of uses against NPCs out of combat corresponds to the number of charges in the level table Level II: - the character can communicate telepathically with allies within the range of normal speech Level III:the character can read the thoughts of NPCs, magic power vs will = 75 Level IV: - magic power * 1.5 = 113 - the character can communicate telepathically with allies across adjacent locations Level V:magic power * 2 vs will = 150 Level VI: - magic power * 3 vs will = 225 - the character can communicate telepathically with allies at any distance
Levitation Level II: out of combat Level III: the character can use levitation on allies Level IV:the character can use levitation in combat up to a distance of magic power * 0.1 = 8 Level V:the character can use levitation in combat up to a distance of magic power * 0.2 = 15 Level VI:the character can use levitation in combat up to a distance of magic power * 0.2 = 23
Mind over Matter: self-buff for 5 turns Level II: magic power * 0.1 = 8 Level III:magic power * 0.2 = 15 Level IV:magic power * 0.3 = 23 Level V:magic power * 0.4 = 30 Level VI:magic power * 0.6 = 45 Restrictions: - cannot be applied to the magic power parameter - when applied to the speed parameter, the degree of influence is divided by 2 Absorption: the character can restore their own health and the golem's health using metal objects Level II: item is damaged by 10%, health restoration by magic power * 0.5 = 38 Level III:item is damaged by 15%, health restoration by magic power * 0.7 = 53 Level IV:item is damaged by 25%, health restoration by magic power = 75 Level V:item is damaged by 50%, health restoration by magic power * 1.7 = 128 Level VI:item is damaged by 80%, health restoration by magic power * 2.5 = 188
Kinesis: the character pushes or pulls a target in a straight line, dealing damage Level IV: - 30 damage units per empty cell - 50 damage units per cell with an obstacle - 20 damage units per enemy in the path - distance = accuracy Level V: - 40 damage units per empty cell - 60 damage units per cell with an obstacle - 30 damage units per enemy in the path - the character can perform an attack if possible - distance = accuracy * 1.5 = 17 Level VI: - 50 damage units per empty cell - 70 damage units per cell with an obstacle - 40 damage units per enemy in the path - the character's allies can perform an attack if possible - distance = accuracy * 2 = 22
Kinetic Strike: knocks back enemies in the line of attack and deals damage Level II: magic power * standard multiplier = 337 | 135 Level III:magic power * standard multiplier = 471 | 148 Level IV:magic power * standard multiplier = 633 | 148 Level V: magic power * standard multiplier = 1037 | 188 Level VI: magic power * standard multiplier = 1616 | 188
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт
Origin: golem Features: - unable to perform actions without its master beyond the master's accuracy range - special enemy abilities can sever the connection with the master -50% physical and fire damage Experience:0 Level: 2 Free Actions:2 Available Skill Slots:7
Fancy Scabbard: +1 to master's intellect Gem of the Iron Lord: +1 to master's spirit
Horseshoe: brings luck Pouch of Nails: they can be hammered in Good Torch: allows you to set something on fire effectively (x3) Good Rope: allows you to tie someone up effectively (x3) "Claws of the North" Patch: emblem of the Claws of the North, displayed prominently Blacksmith's Tools: fully restores Kalimor's or Golem's health outside of combat, once per in-game day Sharpening Stone: restores 50 health if Kalimor or the Golem has lost less than 30% of their maximum health
Scroll of Simple Resurrection: resurrects the target at the end of combat with full health (x9) Medium's Ring: allows seeing ghosts (x6) Diver's Ring: allows breathing underwater (x2) Ring of Salvation: upon dying in combat, the character does not die but resurrects at the end of combat with 1 health, the ring breaks
basically, we send the plesaur to the enemy camp, and it starts telepathically insulting them. They start suspecting each other, arguing, and fighting until they kill each other. Then we arrive and finish off the survivors.
Yes, there are some questions. Was the ability to buff stats removed because it was considered too overpowered?
Author
Passive, irreplaceable Kalimor Golem: companion
What level does this skill occupy? If the golem is destroyed (or lost), is the slot freed up? Is it possible to recreate the golem if it is lost?
Author
Active Telepathy: the character can read the minds of allies and NPCs; the number of uses outside of combat corresponds to the number of charges in the level table Level II: - the character can telepathically communicate with allies at a distance equal to the range of normal speech.
So, each message sent to an ally consumes a charge? If so, does this apply even to messages sent to the companion? Or is this aspect of the skill free?
Author
Levitation Level II: outside of combat.
Does each use of levitation consume a charge? How are charges consumed? Can I specify "levitates over the forest and conducts reconnaissance" (not with my stats, but just as an example), or is it something one-time, in the spirit of "I fly up to that hill"?
Author
Absorption: the character can restore their health using metal objects Level II: outside of combat, the item is damaged by 10%, health is restored by magic power * 0.5 = 38.
It was originally intended as a combat healing ability with the possibility of use outside of combat, but never mind. Can I heal the golem this way?
Author
Kinetic Strike: knocks back enemies in the line of attack and deals damage Level II: magic power * standard multiplier = 329 | 132.
Is the first value for attacking a single target, and the second for multiple targets? What is the range of the ability? I understand that, according to the restrictions we discussed regarding the spear, it is limited to two targets at level two, three at level three, and so on. But what is the maximum range? I can't just attack across the entire map.
Author
- special enemy abilities can break the connection with the owner.
Can the broken connection be restored, or does this require a separate skill?
I understand that, as a result of all these changes, I now have a free slot? Can passive skills be freely placed in high-level slots (if there are any free slots available)?
Added 2 minutes ago
Author
In short, we throw fleas at the enemies in the camp, and it starts telepathically insulting them. They start thinking badly of each other, arguing, fighting, until they kill each other. Then we come and finish off the survivors.
Actually, this is one of the possible uses of telepathy (although not exactly in this form) that I was considering when I was writing the skill.
levitates over the forest and conducts reconnaissance
Previously, reconnaissance was conducted by hawks and eagles, and now by swords... who knows, maybe we'll get to the point where we're riding flying nuclear warheads. Author
Actually, this is one of the possible uses of telepathy (although not quite in this form) that I was considering when designing the skill.
We should have also added a skill for parody.
By the way, can you change your faction during the game?
Well, you can pick up a lot from courtesans who charge double...
So, I guess I'll have to avoid going to them... just in case I accidentally burn them, so I don't have to pay...
It turns out that my simplest attack is still the arrow, without any side effects. I'm also thinking about another spell, by the way. I haven't really come up with anything yet, but it will be purple. (I was also thinking about the power of magic and, as a counter to it, I was considering having a ban on using fire and ice magic, considering their weakness. But that's just a preliminary idea.)
What's there to invent? I found all sorts of pictures of fantasy monsters, and there's your character.
What level does this skill occupy? If the golem is destroyed (or lost), is the slot freed up? Is it possible to recreate the golem if it is lost?
6 It is freed up Expensive, lavish, unlikely. Author
So, does each message sent to the familiar consume a charge? If so, does this apply even to messages sent to the carrier? Or is this aspect of the skill free?
The charge limit applies to NPCs. Author
Does each use of levitation consume a charge? How are charges consumed? Can I specify "levitates over the forest and conducts reconnaissance" (not with my stats, but just as an example), or is it something one-time, in the spirit of "I fly to that hill"?
Charges are not consumed outside of battle. Author
It was originally conceived as a combat heal with the possibility of use outside of battle, but that's okay. Can I heal the golem this way?
Let it be for the golem as well.
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт
Is the first one for attacking a single target, and the second one for multiple targets? What is the range of the ability? I understand that, regarding the limitations, as we discussed with the spear – up to two targets at level 2, three at level 3, and so on. But what is the maximum range? I can't just shoot across the entire map.
Here, everything is as in the level table. And I thought this was a MAGICAL ability; if so, the range is the same as for targeted spells of mages.
Author
Can a disrupted connection be restored, or does this require a separate skill?
Yes, I think it would be good to add a skill so that, if necessary, it doesn't consume a free action.
Author
I understand that, as a result of all these changes, I now have a free slot? Can passive skills be freely placed in high-level slots (if there are free ones), implying that there are free slots available?
Maybe I didn't phrase this clearly.
Author
Replaceable: - it needs to be activated before each battle - an activated passive ability takes up one slot and one charge of the corresponding level - if it is necessary to disable the ability and replace it with another during a battle, then a turn must be spent - if the ability is of a high level of difficulty, and the character's level is lower, a difficulty check will be made before activation
Irreplaceable: - a passive ability that does not need to be activated; it always works - one slot and one charge of the corresponding level must be reserved for such an ability - such abilities cannot be replaced
- abilities such as companion characters are passive.
If it's not clear, I'll try to explain it differently tomorrow.
Added 4 minutes ago Arandor
by the way, can you change your faith during the game?
Unless the GM forces you to.
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт
And if I levitate allies with a third-level levitation spell outside of combat, can I accidentally drop them if the spell fails?Author
Everything here is like in the level table. And I thought it was a MAGICAL ability, if so, then the range is like that of targeted spells of mages.
Yeah, that's right. Almost all of the character's abilities are magical here.Author
It's possible, I think it would be worth adding a skill so that, if necessary, it doesn't consume a free action.
Yeah, that would be good. As a variation for a higher level (sixth?), you could also add the ability to guide a squad on a neutral and deactivated golem, with the caveat that the connection to the past (if there was one) is broken. It's unlikely to be useful, considering that Kalimor can be dealt with normally, but who knows.Author
Maybe I didn't phrase it well here.
My question came from the "7 skills, but 8 slots" category, as I thought that "Mind over Matter" didn't make it past the draft stage. As far as I understand, you can't put skills of different levels in slots at the same time. By the way, if I put an active ability in a sixth-level slot, can I also use the second-level version? If you're talking about my next question, it was based on the fact that the erudition of the Arza slime doesn't require difficulty checks, as you wrote. And I understand that the golem is the same. Or is this a special case for replaceable passives, for which activation checks (due to their specificity) would be inappropriate, but for the rest of the passives, you will have to work hard?