Posts from Knights of Tezoth
What if he pokes with a spear from above?
Yes, perhaps money is sometimes spent on the least important aspects of life and could have been used more effectively, or directed toward more important goals, but at this stage it is not so critical.
Sir Orwald de Martelam, a Knight of the Golden Tower from Flavers, servant of Lord Gitgood Flaveressence, adherent of Eidoism.
+5 to Body and +5 to Mind, +3 to Learning and +25 to characteristics for free distribution, but no more than +15 in a single characteristic.
Characteristics
Mind: 19
Body: 19
Insight: 17
Energy: 17
Aesthetics: 13
Parameters
Willpower: 19
Spirit: 190
Defense: 19 (54)
Health: 190
Accuracy: +17% (+67%)
Evasion: +17% (27%)
SP: 5.1 (6)
AP: 5.1
Initiative: 17
Charisma: 13
Crit Chance: +13% (18%)
Learning: 6
Inventory Capacity: 10
Bastion
SP: 12
Health: 200
Evasion: 10%
Inventory Capacity: 10
Equipment Slots: body, horseshoes.
Can be found almost anywhere.
Skills
Armor Proficiency
The character can wear heavy armor.
Hammer
The character can use a hammer without penalty.
Shield
The character can use a shield.
Horsemanship
The character can ride horses and other animals.
Precise Attack
100% damage. +50% accuracy for this attack.
Cost: 1 AP.
Friendship
The player can create an additional character (not a knight). Gustav.
Equipment
Right Hand: "Sparkthrower", damage: 85 (95), +30% willpower for negative effect activation checks, causes paralysis.
Left Hand: "Aegis", +10% evasion, drains 5 spirit from the attacker.
Body: Heavy armor, over which a black velvet half-tabard is worn, fastened with gold clasps below the shoulders, +30 defense. Requires Armor Proficiency skill.
Head: Sallet with chin piece, crit chance against self -8%. Requires Armor Proficiency skill.
Legs: Plate boots, +1 SP, +5 defense. Requires Armor Proficiency skill.
Hands: Plate gloves, +10 to base weapon damage. Requires Armor Proficiency skill.
Shoulders: Golden cloak, +5% crit chance.
Other 1: War horn "Voice of the Legate", in exchange for 1 AP deals 10 spirit damage to all enemies on the map.
Other 2: Ring of House Martelam, 20% chance not to spend AP.
Other 3: Wedding ring, in exchange for 1 AP, automatically removes paralysis from self.
Inventory
50 gold
Flask of healing potion. Restores 50% health, has five charges that recover in cities.
Letter opener, damage: 30.
Black leather cavalry navigation belt bag with a gilded compass and terrain maps; if placed in an "Other" slot, it grants access to two items (not accessories) instead of one.
Home
Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Slot 6:
The Legend
Prestige: 5
- Pursuing the interests of his kin, entered the service of Lord Gitgood Flaveressence (+5).

no..
Gustav
Men of Tezoth: +5 to Body and +5 to Mind, +1 to Learning. Equipment worn by the character is protected from destruction and loss.
Characteristics
Mind: 15
Body: 15
Insight: 10
Energy: 10
Aesthetics: 10
Parameters
Willpower: 150
Spirit: 150
Defense: 15 (30)
Health: 150
Accuracy: +10% (+60%)
Evasion: +10% (13%)
SP: 3
AP: 3
Initiative: 10
Charisma: 10
Crit Chance: +10 (11%)
Learning: 4
Inventory Capacity: 10
Skills
Blacksmith
The character can sharpen melee weapons; this requires spending 1 AP and one unit of Aconium. In case of failure, the weapon is destroyed. The list below shows the total bonus for each level.
Level 1: +10 damage, +2% accuracy, +1% crit chance. Break chance: 0%
Level 2: +20 damage, +4% accuracy, +2% crit chance. Break chance: 0%
Level 3: +30 damage, +6% accuracy, +3% crit chance. Break chance: 0%
Level 4: +40 damage, +8% accuracy, +4% crit chance. Break chance: 5%
Level 5: +50 damage, +10% accuracy, +5% crit chance. Break chance: 5%
Level 6: +65 damage, +12% accuracy, +6% crit chance. Break chance: 5%
Level 7: +70 damage, +14% accuracy, +7% crit chance. Break chance: 10%
Level 8: +80 damage, +16% accuracy, +8% crit chance. Break chance: 15%
Level 9: +90 damage, +18% accuracy, +9% crit chance. Break chance: 20%
Level 10: +100 damage, +20% accuracy, +10% crit chance. Break chance: 30%
Armorer
The character can sharpen heavy armor and shields; this requires spending 1 AP and one unit of Aconium. In case of failure, the equipment is destroyed. The list below shows the total bonus for each level.
Level 1: +5 defense, +1% evasion. Break chance: 0%
Level 2: +10 defense, +2% evasion. Break chance: 0%
Level 3: +15 defense, +3% evasion. Break chance: 0%
Level 4: +20 defense, +4% evasion. Break chance: 5%
Level 5: +25 defense, +5% evasion. Break chance: 5%
Level 6: +30 defense, +6% evasion. Break chance: 5%
Level 7: +35 defense, +7% evasion. Break chance: 10%
Level 8: +40 defense, +8% evasion. Break chance: 15%
Level 9: +45 defense, +9% evasion. Break chance: 20%
Level 10: +50 defense, +10% evasion. Break chance: 30%
Jeweler
The character can upgrade equipment in exchange for AP and one unit of Ikazkan alloy or Iphillium.
Ikazkan
- Musical instrument: +5 to range.
- Armor: +25 defense.
- Shield: 50% of received damage is returned to the attacker.
- Sword: +50 damage.
- Axe: Bleeding on attacks.
- Hammer: Paralysis on attacks.
- Bow: +10 attack range.
- Spear: ignores 70% of target's defense.
- Dagger: Additional attack.
- Boots: Immunity to slow.
- Helmet: chance of critical damage against self is halved.
- Bracers: +10% accuracy, +5% crit chance.
Iphillium
- Musical instrument: first 5 uses in battle do not cost AP.
- Armor: the first instance of damage per battle (but not effects) is reduced to 0.
- Shield: the first negative effect (but not damage) is nullified.
- Sword: +20% accuracy.
- Axe: additional damage equal to 10% of target's max health.
- Hammer: +20% crit chance.
- Bow: +10% damage for each unit of distance between shooter and target.
- Spear: +1 attack range.
- Dagger: +1% critical damage chance for each unit of target's defense.
- Boots: +3 SP.
- Helmet: +25 defense.
- Bracers: +10% crit chance.
Metallurgist
Requires Blacksmith or Armorer skill. Break chance is 5% lower for all levels.
Equipment
Right hand: Smithing hammer with a comfortable ash handle, pitted by sparks and scale from long work, damage: 65, +30% willpower for negative effect activation checks, ignores 20 defense.
Left hand: Long steel smithing tongs with round jaws; in exchange for 1 AP, break chance is reduced by 1%.
Body: Leather working apron-brigandine, reinforced on the inside with rows of hidden riveted steel plates, +10 defense.
Head: Steel forehead band with flip-down magnifying glasses and interchangeable darkened lenses to protect eyes from forge heat, willpower against darkness +5.
Feet: Heavy leather boots with steel toe caps protecting toes from falling heavy ingots and anvils, +5 defense.
Hands: Gloves made of multilayered buffalo leather and articulated plates, treated with fire-resistant compound, willpower against burn +5.
Shoulders: Thick traveling cloak, +3% evasion.
Other 1: Steel token, +1% critical damage chance.
Other 2: Uneven steel hoop, 20% chance to avoid a critical attack.
Other 3: Pocket gold chronometer of jewelry work; in exchange for 1 AP, increases own initiative by 10 for three turns.
Inventory
100 coppers.
Hammer, damage: 75, +30% willpower for negative effect activation checks.
Healing potion, restores 100 health units.
So no one has answered me yet as to what is cooler, being a man or a woman according to this mechanic.