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Posts from Dal Shabet

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#2088
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I was fed up with the stats and abilities, so I didn't bother to redo them. In short, new characters don't change in any way (except for the Karens, who now start with 50000 R), and old characters receive invaluable experience for completing an expedition: 15 stat points, 1 specialization point, and 5 ability points. There is also the possibility to redistribute 7 old stat points and 2 ranks of some ability (well, time has passed, and they may have forgotten some things if they haven't used them for a long time, or vice versa: they may have learned something new). Logically, over three years, the amount of money the characters have should have changed significantly, but I decided to leave everything as it is for various reasons. New characters start with 1000 R, unless the quest specifies something logically related to the old character and their possessions. Additional abilities: One-handed weapon. VI. +30% critical hit chance, +10 accuracy, +10 speed. x2 VII. Additional attack, +5% critical hit chance, +20 accuracy, +20 dodge in melee. x2 Two-handed weapon VI. Damage +20, +15% critical hit chance, +10 accuracy. x2 VII. Gains a chance to parry enemy attacks or ranged spells (agility + strength). x2 Polearm VI. Damage +20, speed +10, accuracy +20 x3 Shield VI. +10 to speed. VII. As long as the character is not moving, they automatically block 75% of magical damage and gain immunity to spells that require line of sight to the target. x2 Dual weapons. VI. Accuracy +20, +25% critical hit chance, +10 speed. x3 VII. Accuracy +20, +25% critical hit chance, +10 speed. x3 Bow VI. Accuracy +20, damage +10. VII. Additional attack. x2 Pistol V. The character always shoots first. VI. Additional attack. x2 VII. When shooting while moving, accuracy is reduced by 25%. x2 Sailor The character has increased stats at sea (not applicable with heavy armor). Accuracy: +25, dodge: +25, damage increased by 50%, speed +15. x3 Swimmer. Even for a god, the sea is a deadly danger... if he doesn't know how to swim. Destroyer. Magic deals 50% more damage. x2 Destroyer II. Magic deals 100% more damage. x3 Impeccable reflexes. +30 to dodge. x3 Vessel. +100 to magical energy. x2 Tough health: +50 to HP x2 Player: the character gains the ability to replay an unsuccessful result. x2 Second wind: the character has the ability to survive death (not applicable in all cases). Sniper: +75 to accuracy when using ranged weapons if the character is not under attack. x3 Wizard. Initiative +30, magic power +25. Only used without armor. x3 Fencer. Using a one-handed sword increases the chance of parrying an enemy attack by 35%. x2 Unstoppable. Magic resistance is doubled. x3 Added 43 minutes ago Willpower no longer helps to avoid damage from spells; instead, they must be avoided using an additional dodge parameter (agility + perception / 2). For future reference regarding price/range: Denial. On self, 100 mana. Levitation. On self, 100 mana. Creation. On self, ? Time manipulation. Range: 10, 150 mana. Destruction. Range: 35, 75 mana. Servant. On corpse, 75 mana. Subjugation. Range: 15, 100 mana. Mark of death. Range: 35, 125 mana. Bonds. Range: 35, 75 mana. Chain of souls. Globally, 125+50/turn. Mind control. Nearby, 100 mana. Mind reading. Range: 15, 50 mana. Veil. On self, 50 mana. Illusion. Varies, varies. Peace. Range: 35, 50. Healing. 0.5 for 1. Restoration. 1 for 1. Mental shield. On self, 50 mana. Dispelling. Range: 30, varies. Salvation. Globally, 150 mana. Grace. Globally, 125+50/turn. Transformation. Range: 15 Madness. Range: 35 Elemental magic specializations (basic spells do not require them) Electricity. Electric charge. The target takes 50 damage with a 50% chance to block it. Range: 40. 50 mana. Thunderstorm. Globally, 200+50/turn. Lightning strikes (electric charges) fall from the sky on all participants in the battle. Chain lightning. Range: 35, 150 mana. The first target takes 20 damage, the second 40, the third 80, the fourth 160, the fifth 320, if the intelligence is 30 or higher, the sixth takes 640. Can jump if there are at least two targets nearby, affects allies. Incineration. Range: 70, 200 mana. The target takes 1-1000 damage. When wearing armor, the damage is doubled. Static shock. Range: 70, 75 mana. If successful, paralyzes the opponent for 5 turns. Electric sphere. Range: on self, speed 5, 75 mana. The character creates a magical sphere whose health is equal to the intelligence * 10. It shoots electric charges at enemies. Fire. Fire. The target (35) and all those nearby take 100 damage. They and all other characters on the battlefield lose 25% of their current health each turn. Globally, 200+50/turn. Burning. Range: 35, 125 mana. The target takes 30-300 damage. When wearing armor, the damage is doubled. Flame strike. Range: 35, 150 mana. All targets in the area take 75 damage. Fire wall. Range: 35, size: 10x5, 100 mana. All who pass through the wall of fire take 50 damage. Air. Hurricane. Globally, 125+10/turn. If characters fail a strength check, their actions fail. Air blades. Armor values are reduced by 1/3. Permissible range: 35. Damage 50. 40 mana. Acceleration. On self, 50. The character either increases their speed or can jump high, etc. Suffocation. Range: 35, 100 mana. The character takes 50 damage and a renewing paralysis until their death or until they pass a resistance check. Water/ice Ice tombs. If the spell is successful, the character's body is covered in a thick layer of ice, and all of their insides are frozen. The character remains in this state until they are cured or take damage (the first attack will deal ten times the damage). Range: 15, 50 mana. Pure water. 1 for 1. Ice spears. Range: 45, damage: 50 (3 times) mana: 70. Morning rain. Restores health (10-300) to all allied characters, globally, 100 mana. Ice storm. Globally, 200+50/turn. All characters are affected by ice spears (x3).
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Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер
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#2089
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Nevermore

A glorious spot, a city of opportunities, and also a center for all kinds of banditry. Independent and free, Nevermore takes everyone into its embrace and very rarely lets anyone go. And although there are no written laws here, there are certain rules; following them is not mandatory at all, but a dismissive attitude toward them can cost someone their life.
Over the long years of its existence, a certain group of people has formed within Nevermore that directly manages the city. To be more precise, it is divided into five districts, each of which has its own patron (the owners of any establishment are obliged to pay a certain amount; otherwise, they risk losing their business in the best case, and in the worst, death awaits them).

Old District
Ruler: Tyler Ironfall

This is that very prison, including all the first buildings of both the Tarrens and the first free criminals. In other words, this is the entire territory of the city's original state after liberation.
It is here that most deals and various dark events take place; besides, this part of the city has the highest crime rate—robberies and murders are routine events for the local inhabitants.
Fort Nevermore
The building of the former prison, a den for bandits of all stripes. The upper floors serve as a base for Ironfall's henchmen and all operations conducted by them. His personal quarters are also located here.
— Cafeteria. An analogue to taverns in other cities.
— Prison cells. One can stay here for the night.
Warehouse
In this place, one can find almost everything necessary for completing any task or journey.
Temple of Nox
A place of pilgrimage for followers of the god of shadows.
House of Sanexa
Once, followers of the demon of pleasure gathered in this place and shared the joys of carnal delights with all who wished, but a few years ago Tyler Ironfall dispersed them all and turned it into a banal brothel.
Life's Pleasures
Goods are sold here that are forbidden in all other corners of the kingdom due to their harmful effect on a person's mental state.
Executioner's Workshop
The local clinic, also known by the names "fear", "scream", and "pain".

The Haven
Ruler: Vincent Agares

A legendary port thanks to which the prisoners once managed to achieve a long-awaited victory over the besieging enemy forces. Over time, this district grew to enormous proportions, not inferior to the original part of the city.
Port
This is where all the ships are actually located.
Shark's Maw
A restaurant widely known for its unique dishes. And although the assortment in this establishment consists of quite complex preparations, it is mostly a place of daily gathering for sailors.
Slave Market
The main attraction of this place. With enough money, one can acquire a lovely maid or a strong bodyguard here.
Temple
Previously, this place was someone's estate on the seashore; however, a year and a half ago it mysteriously passed into the possession of some cultists, and no one has ever seen the owner again. Most people prefer to give this place a wide berth.

Trading District
Ruler: Lynch Keshwick

For any city, even one as lawless as this, the possibility of honest trade is necessary for prosperity. That is exactly what they do here.
Magic Paradise
A few years ago, this shop was called something else, but since magic and related trade were banned everywhere, this place experienced a huge surge. Now, for people practicing magic, "Magic Paradise" can only be compared to the embrace of Sanexa.
Bank
Vault, exchange point, pawnshop, usury operations.
Elixir
Poisons and potions for a wide variety of purposes.
Skilled Steel
A place for selling weapons and armor.
Lady Nu's Relics
Nuanessa Tai is a famous traveler who has visited various corners of the world. Naturally, in her travels, she collected a vast number of unique and interesting items. And although she is a little sorry to part with them, a luxurious life requires a considerable amount of money.
Ivys Tant's Workshop
What happens when such an extraordinarily gifted person comes to town and establishes their workshop there using money received during an expedition to the Wild Lands? Such a place becomes a true asset, for Ivys Tant is an engine of progress, a person exerting simply colossal influence on the entire world.

Ryenyovka
Ruler: Victoria Blackburn

This part of the city got its name because of the huge amount of money passing through it. Hardened bandits and robbers despise this place as well as all its inhabitants, calling them "sissies". In a way, this is fair, as only rich people live here, for whom mercenaries do all the dirty work; but such a statement works both ways: it is quite obvious that those who disapprove of this place cannot afford to live in it.
Gaming House
The main attraction of this part of the city. Here the rich amuse themselves, lucky adventurers get wealthy, and inexperienced gambling enthusiasts lose everything.
Auction House
The name speaks for itself. Notably, any interested party can submit an item for consideration, provided that the auction house receives a share of the profit.
Hotel
It is not fitting for the honorable guests of Nevermore to rest together with all sorts of scum. Gentlemen and ladies deserve a much better reception.
Dignity
A shop for far from practical and very expensive clothing. The rules of etiquette in this district require its inhabitants and guests to look good; otherwise, the doors may simply be closed to them.

New District
Ruler: Narve Dalingr

The first beginnings of this district emerged about fifty years ago when a man named Narve Dalingr appeared in the city as part of a rather large retinue: with him was his beautiful-looking but rotten-inside wife, several close associates, and a huge number of servants. Just like in the most terrible fairy tales, he erected a black castle for himself on the edge of a cliff, and then set about building the rest of his holdings.
This man is shrouded in a vast number of mysteries, and even more rumors circulate about him, but few gather the courage to find out the truth.
Colosseum
The main reason for the popularity of this part of the city. Since long ago, there has been a tradition in Nevermore of holding no-rules one-on-one fights. Previously, fighters gathered in cages and fought without weapons; Narve Dalingr introduced some changes to this. He built a huge colosseum where a vast mass of people could observe bloody spectacles daily (this time there were no restrictions and participants could fight using any weapon and magic), and once every five years, spectators and the best fighters from all over the world gathered here to take part in a grand tournament with a large cash prize. Fame and wealth awaited the winners; humiliation or death awaited the losers.
And it is exactly now that this time has come; the start of this intriguing event is expected within the next few days. Those wishing to participate must hurry, and those wishing to place bets must wait in anticipation.
Crypt
Dalingr has his colosseum, and his wife has her own, only here battles of a slightly different nature take place. The clicking of heels and lashing with a belt replace fencing and magic.
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Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер
In reply to kcfgogbfalgfl
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#2090
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Aniruddha
In short, the main points are:
The destruction of Dal Shabet led to the kingdom's leadership seeking help from the Black Ice Order. Academies in all cities have been closed, and a single academy has been created on the ruins of Dal Shabet (as a reminder), and practicing magic outside its walls is prohibited (with the exception of Nevermore, where there are still no laws). That is, any Sorceress can be put in chains if they are recognized (for example, you decide to teleport into a city, and then suddenly get an arrow in your back).
During this three-year period, Anaqvad will also be completely destroyed along with most of its inhabitants; the rest will scatter wherever they can.
Beznadega will come to the aid of desperate demonspawn and bring terrible chaos and disasters, but will be killed by a warden of the Black Ice Order.
Inventory here.
Reason for arrival: news reached many people (including expedition characters, both new and old) that Vincent Agares was planning some kind of event somehow related to discoveries in the ruins found in the Wild Lands three years ago.
Now it would be good to repost character stats, etc., according to the bonuses mentioned above and possible changes. I leave the lives of your characters during these three years and everything that comes out of it up to the players themselves. This should not violate game events, of course.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер
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#2091
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Revan, is it possible to reallocate an additional skill that costs 3 skill points? It seems like it's only one rank, but the price is more than two.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#2092
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Hmm, I wouldn't really want to do that (archaeology, for example, isn't the most useful skill right now, but allowing players to somehow reset it doesn't seem quite right), but okay, let it be.

Added 5 minutes later
While looking at the abilities of one of the characters in the arena, I suddenly noticed that he has a block chance of over 100%. I'm adding a small correction in advance: parrying, shield block, paralysis on weapon, etc. cannot have a chance greater than 85%, unless otherwise stated in the item description.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер
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#2093
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I really want to post that Old Spice ad about blocks. Too bad I can't do it from my tablet.
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#2095
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#2096
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Revan, how were the one-handed weapon and dual-wielding specializations planned to work together? Will the bonuses from one-handed weapons be added to the bonuses from dual-wielding?
And another question: Alex already asked, but I need clarification: if you redistribute a skill with x3, do you get exactly three skill points and can you then distribute them among different skills?

Whatever
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#2097
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the bonuses from one-handed weapons are added to the bonuses from two weapons.
That's how it's intended.
if you reallocate a skill with x3, do you get exactly three skill points and can then distribute them among different skills?
Yes.
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Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер
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#2098
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It just gets too expensive in this case. 9 skills for one-handed weapons + 11 skills for dual weapons, not counting the fact that you now have to take a completely unnecessary skill for dual pistols to reach the "desirable" sixth and seventh ranks. Of course, you can skip some, but taking skills that are COMPLETELY useless is not a good idea.
What about the races? Does Tyria still only give the fifth rank, and not the seventh, for weapons?

Whatever
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#2099
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Why would your wizard need dual-wielding?
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#2100
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Why would your wizard need dual-wielding?
I'm just curious, let's say.

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#2102
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Ah, right, I didn't notice that you also added pistol skills up to the seventh rank, so I apologize, everything is correct.
Yes.
Then, my last question: is there any chance that the character can gain more skill points BEFORE completing Expedition #2? Like finding someone's diary, etc.?

Whatever