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3% chance to receive each of the mutations: Wings. The character can fly. ❌ Magic Horn. The character can use spells without the Spellcasting skill, and if they have it, they can use two different spells simultaneously. ❌ Sordization. +1-100% to health and melee damage. ❌ Long Legs. +3 to Speed. ❌ Scales. +1-20 to defense. ❌ Strong Mind. +1-100% to Spirit. ❌ Nightmarish Carnivorousness. +1 to a random stat for eating a unique type of enemy. ❌ No Need for Sleep. The character can join two communities at once. ❌ Elemental Influence. Random affinity to one of the elements. ❌ Genius. +1-5 to learning rate. ❌
15% chance that the character will be very (un)lucky (50/50, determined once): special treatment bypasses the character.
Either nothing happens or there is a 60% chance to get a random body ailment, a 30% chance to get two body ailments, and a 10% chance to get three body ailments.
Either nothing happens or there is a 60% chance to get a random mind ailment, a 30% chance to get two mind ailments, and a 10% chance to get three mind ailments.
Fifth level: special treatment Choose one: nothing happens, or there is a 15% chance that the character will have very good (or very bad) luck (50/50, determined once).
Features [Flame of Ikazkan] Affinity to fire, standard methods of recovery after falling in battle or other conditions do not work; instead, the character's heart must be taken to Óne (one of the skills is forgotten). Access to learning the "Sphere of Óne" spell, inability to have a conviction. [Exceptional Hearing], [Exceptional Smell] Access to the "detection" skill, situational use. [Flight] The character is inaccessible to melee attacks, including if they themselves use melee weapons that have a greater range than the opponent's weapon.
Affinities Fire: damage from fire sources is reduced by half, immunity to burning. Earth: +15 to defense, +15 to elemental defense. Water: damage from water sources is reduced by half, ability to breathe underwater. Wind: damage from air sources is reduced by half, immunity to paralysis. Light: damage from light sources is reduced by half. Darkness: damage from shadow sources is reduced by half, immunity to darkness. Time: additional turn.
Negative effects (mind) Darkness. Accuracy is reduced by half. Temptation. The character "voluntarily" obeys the commands of the source of this effect. Spirit Penetration. Reduces the target's elemental defense. Silence. The character cannot use spells.
Negative effects (body) Poison. -10 health points at the end of each turn, -10% to accuracy, -10% to evasion. Does not stack. Burning. -20 health points at the beginning of each turn. Does not stack. Bleeding: -10 health points at the beginning of each turn. Stacks. Subjugation. The character obeys the commands of the source of this effect, but retains sanity. Paralysis. The character cannot evade and skips a turn. Defense Penetration. Cleave. If the character's body characteristic is higher than the target's, it kills it (endurance check). Stun. Reduces the damage dealt to the target.
Negative effects (corrosion) Corrosion. The quality of equipment deteriorates by 10% of the maximum value. Special effects work only at 100%.
Curses Petrification. The character turns to stone. Memory Theft.
Dungeon Warrior Bonuses Master of Shooting+ The character can use ranged weapons without penalties (no crit, -20% to accuracy). +2 to shooting range. Master of Weapons+ The character can use melee weapons without penalties (no crit, -20% to accuracy). Regular attacks deal not 100% damage, but 120%. Leave Combat+ If the character is not immobilized in any way, they leave combat. Cost: 0.
Armor Penetration+ 50% damage. On a successful hit, deals normal damage, then reduces the target's armor by 65% [negative effect, body]. Cost: 1 AP.
Spirit Penetration+ 50% damage. On a successful hit, deals normal damage, then reduces the target's elemental resistance by 65% [negative effect, mind]. Cost: 1 AP.
Body Shield+ The character receives a barrier protecting against incoming damage equal to their maximum spirit; effects that reduce incoming damage do not affect the barrier. Protection from one negative body effect. Cost: 50 spirit.
Spirit Shield+ The character receives a barrier protecting against incoming elemental damage equal to their maximum spirit; effects that reduce incoming damage do not affect the barrier. Protection from one negative mind effect. Cost: 50 spirit.
Strong Attack+ Deals 240% damage to the target. Cost: 1 AP.
Cleave+ 100% damage. If the character's body attribute is higher than the target's, kills it (endurance check). Cost: 1 AP.
Precise Attack+ 120% damage. An attack with doubled accuracy (based on one's own parameter). Cost: 1 AP.
Cautious Attack+ 120% damage. An attack that avoids the target's reactions (e.g., parrying). Cost: 1 AP.
Stun+ 100% damage. Reduces the damage dealt by the target by 50%. Cost: 1 AP.