Posts from 🐙 Planet Aberat, Kingdom of Selya-Mira 🐙
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Stopping at a fork in the road, she quickly decided to continue along the northern path – good weapons also need to train their legs, otherwise you'll end up like levitating wizards whose leg muscles have deteriorated so much that they can't even handle their basic functions.
Experience to next level: 1080
Headquarters: Stronghold of the Capital Guard
Cetrens: 3813
Action Points: 3/6
Race: Kaishi
Gender: Male (+1 to Endurance and Strength)
Origin: Northern Frontier (improved starting equipment)
Religion: Pantheon (leveling requires 10% less experience.)
Beauty: Average (+5% to seduction chance)
Will of Istiris: Preservation
Organization: City Guard (Rank II)
Points to next organization rank: 2800
Organization Bonus: city guard equipment and weapons (strengthened by origin), balanced set of consumables, +500 cetrens, +10% experience from plot quests, +5 to Endurance, ability to bring a guard NPC on any mission if it does not conflict with the laws of the Kingdom of Sela-Mira, +5 to Strength.
Professions:
Laborer: +3 to Endurance, +10% cetrens from repeatable quests.
Seeker: +3 to Strength, +10% to chest search efficiency.
Talents:
Gamer: Allows professional play of tabletop games.
Skills:
One-Handed Weapons (I): allows fighting with one-handed weapons without penalty.
Armor Proficiency (I): allows wearing medium armor without penalty.
Combat Training (I): +1 to movement range in battle.
Free Attribute Points: 0
Attributes:
Endurance: 31
Strength: 24
Agility: 10
Will: 7
Spirit: 9
Faith: 6
HP: 410
Damage: 145
Energy: 115
Crit Chance: 5%
Instant Kill Chance: 0%
Battle Movement Range: 3
Initiative: 10
Accuracy: 27%
Evasion: 20%
Persuasion Chance: 7%
Persuasion Efficiency: 50%
Deception Chance: 7%
Deception Efficiency: 50%
Seduction Chance: 12%
Seduction Efficiency: 50%
Discount: 0%
Crafting Success Chance: 5%
Lockpicking Success Chance: 60%
Theft Success Chance: 30%
Stealth Chance: 15%
Scouting Chance: 10%
Chest Search Efficiency: 20%
Additional Attributes:
Exp cost per level: -10%
Cetrens from repeatable quests: +10%
Experience from plot quests: +10%
All damage reduction: 10%
Evasion Chance: -10%
Magic:
School of Blood (Rank I):
Spell "Blood Burst":
Target: Single, enemy
Energy Cost: 30
Range: 3
Accuracy: guaranteed
Cooldown: -
Source: Blood
Damage: 50 + 2 * Will
Spell "Wrath Surge":
Target: self
Energy Cost: 50
Range: 1
Accuracy: guaranteed
Cooldown: 3
Duration: 3
Source: Blood
Effect: +20% damage
Inventory:
Head: Improved Guard Helmet (+2 to Endurance)
Body: Improved Guard Armor (+2 to Endurance)
Hands: Improved Guard Gloves (+2 to Agility)
Feet: Improved Guard Boots (+2 to Agility)
Accessory 1: Badge of Distinction (none)
Accessory 2: -
Accessory 3: -
Accessory 4: -
Weapon 1: Serpent Blade
Type: One-Handed
Range: 1
Accuracy: 75%
Source: physical
Damage: 110%
Special: deals double damage to followers of Iggharad.
Weapon 2: Guard One-Handed Sword
Type: One-Handed
Range: 1
Accuracy: 70%
Source: physical
Damage: 100%
Special: none.
Other:
1) Healing Potion x3 (restores 75 hp to the owner in battle instead of attacking)
2) Soldier's Rations x2 (yum-yum)
3) Drinking Water x2 (yum-yum)
4) Energy Potion x5 (restores 50 energy to the owner in battle instead of attacking)
5) Speed Potion x3 (in battle instead of attacking or in the next battle: +1 to owner's movement range for 3 rounds)
6) Blank Spell Scrolls x5 (can be enchanted)
7) Essence of Uselessness x2 (why is this even needed...)
Free attribute points: 7
) to the voice of the narrator that appeared in her mind, "just a sharp blade at hand and those against whom it can be used, and let luxury and the benefits of civilization be for others." With this thought, she ignores the newly arrived – or, more precisely, the newly lying – and continues on her way.
Surely, there can't be three more corpses in cloaks lying around the corner, right?
Ah... no. A little further on, and there were indeed three corpses that were painfully familiar. The killer was definitely a perverted individual... or the dead people followed some kind of tactic in life, which, however, clearly didn't help them.
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Added after 30 seconds
P.S. Thanks for the links to the characters, Revan :з
she took them all down herself
The battle begins!


Turn Order, Round 1:
1) Saki (220/220, 95/95): 10
2) Undead x6: 5
Added 3 minutes later
P.S. Saki can move diagonally at double the movement cost. By surrounding her, the zombie thugs will receive a bonus to accuracy, and she will receive a penalty to agility.
Does level only give stats?
e si ieu muoir, er mi grans deliuriers
– Derevos! I've been looking for you! The results of the investigation regarding the criminal outcasts you interrogated over the past two weeks have arrived. And something very strange has emerged... – as was his old habit, and as was his custom, Captain Gortrich didn't even bother to greet him: he immediately bombarded his subordinate with endless information: – As I mentioned earlier, low-level criminals like the last one brought to the fortress are rare. Usually, they are descendants of those smart guys who decided to settle in the swamps, far from civilization, ignoring all warnings. Oh, sorry. You're one of them. But... that's even better: you don't have any problems with manners or intelligence. But these individuals, who disgrace both our kingdom and our race, are found in a ratio of one to ten compared to spies, assassins, thieves, cultists, demonologists, and other types we usually deal with. These are degenerates who have lost the most valuable things: brains and collectivism. Give the next one of these wretches a beating on my behalf, Derevos! I hate working with them... But I digress. I already said: there used to be few of them, usually criminals are as smart as us and have a clear goal. And this month, you caught forty-four of these individuals. In the capital! And they all have one thing in common: they came to the capital from Eastern Aldrick. Yes, it's a wretched place, although it can be worse, and the Brown Banner recently staged another raid there... but where did they come from? Why? We are Kaishi, not those... what are they called, ah, humans, who are written about in the old books from the time of ancient Aldrick. To bring us down to the level of an animal is not an easy task. And these criminals are exactly like that. What am I missing in this scheme... My intuition tells me that the answer lies right in front of us... You're a smart one, Derevos, do you have any ideas?
Much connects Derevos with Gortrich Akoren: it was the captain of the guard who once accepted into the ranks of law enforcers a troubled fellow, battered by life, and who knows how long he had survived where other Kaishi usually die. There is nothing surprising that this happened: Derevos could not help but make an impression of a man with an unwavering character. Strong, tested by difficult trials, and quite intelligent, a worthy man. Exactly what the capital guard needs. And also... he is a mage. For Derevos, Gortrich risked asking Ohran Visnord himself, the master of the Selia-Mir Academy, not to take the Blood Gift bearer away from the guard. And only thanks to the debt accumulated before the guards over the years, Visnord agreed.
– I will gladly watch how the guard will learn to train a mage, – that smirk of the master still haunts Gortrich from time to time.
In any case, with some stretch, the captain and Derevos could be called friends: they often stood shoulder to shoulder, challenging crime on the streets of the royal capital, and then feasted in the name of law and order in Selia-Mir.


