Posts from Nowaru
e si ieu muoir, er mi grans deliuriers
I didn't calm down about Hanelion right away either; I almost burst out laughing.
But if my work brings me immense frustration instead of pleasure, then I don't need it.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
United Thaosia
For the first time in many years, the people of Thaosia can breathe a sigh of relief and enjoy peaceful sleep, without fearing the winds of war sweeping away everyone who has been deprived of power.
Given the long and very bloody history of this country, which includes the largest number of internal conflicts in all of Erathia, any ordinary person might think that one side has finally prevailed over all others. And it would not be surprising, because the number of opposing forces gradually decreased and approached its minimum value – three. But no, this time, to everyone's surprise, everything was resolved peacefully. The details of the secret negotiations held between the leaders remain undisclosed; however, the results of their agreements are visible to the naked eye: Maeda Sodjiro, leader of the Shimeimaru Faction, was named Emperor of Thaosia, Hirano Ayaka became his wife, and Ito Bansai received the position of Prime Minister of the country. Will this alliance stand the test of time? And if so, what will it mean for other countries in Erathia?
Origin: Clan Ito
+40% AGI, cost of "Ninja" skills reduced by 2.
Origin: Samurai
+4 to Attack Bonus, cost of Ken-Ryu skills reduced by 1.
Origin: Clan Hirano
Specializations "Shooting" and "Arquebus", +4 to both.
Crisis in Illinar
Many residents of Illinar, and especially Covell, may have noticed that the value of the republican currency has sharply decreased. Merchants, business owners, and leaders of countries have lost confidence in Illinarian paper money, preferring to do business with gold or silver. What is this connected with?
The main blame lies with the "Guardians of the Republic" legion. As it turns out, their leader, Ferion, did not want to spoil the image of his legion and concealed information about the fact that the "Guardians" were unable to cope with the task assigned to them – protecting the internal territories of Illinar. Ferion hoped to use the help of volunteers, more precisely mercenaries, to solve the problem and thus maintain the status of the "Guardians"; however, no one was able to cope with the task, which allowed Thaosian infiltrators to inflict enormous damage on Illinar's economy by destroying trade routes, mines, fields, and even small towns. In addition, they caused significant damage to supply lines, which allowed the Thaosians to defeat the Illinarian army in the South and capture the ill-fated Gaddar. All these events also made it possible for a real uprising to flourish in the west of the country under the leadership of Astin, a well-known warrior in Illinar and owner of "Polaris," one of Erathia's legendary swords.
Lutros is furious; will there be no limit to the incompetence of the Illinarian army? Ferion is destined to spend his life in the mines until the end of his days. A new leader for the "Guardians" has not yet been chosen, but it is already clear that the prestige of this legion will significantly decrease.
New Namhans
After Zimudar's death, it became obvious that someone would have to take his place, but no one expected that two new namhans would appear. What happened to Ea? Did she still fail to free herself from captivity? Did she die on the road? Were her former comrades deemed her unworthy?
Asanmir
Third generation namhan, 23 years old. Asanmir was born in Illiniare and studied magic from childhood under the close supervision of his father, who was a member of the Covell Mages Guild. After the coup d'état and the construction of the Academy of Magic, he entered it brilliantly, passing all the tests set before him. Later, he studied in Lutros' personal group but was expelled for excessive arrogance. His further fate was unknown until recently: he distinguished himself in the last clash between Illinar and Thaos when he personally wiped out the vanguard of the Republic's army from the face of Erathia.
Unlike traditional fire mages, he specializes in a related field of magic that he developed in secret (splitting, explosions, etc.).
Domain: Mahotan (Land of Magic). The character can learn player-created spells. +6 HP, +40% MP.
Enbilla
Second generation namhan, proof that native women of Thaos still retain influence in the south of Erathia. It was thanks to Enbilla's agents that Thaos managed to inflict significant damage on Illinar's economy and advance the front line northwards. She has proven herself as an excellent strategist, tactician, and administrator. Her domain is essentially a kingdom within Thaos with its own laws and hierarchy; the usual Elulu-Suen hierarchy is absent here. At one of the meetings of the Nine Pillars, Elulu-Suen raised the question of whether this was permissible, to which Nangilishima replied that as long as Enbilla manages to maintain power in her domain, there is nothing in her actions that contradicts the teachings of Elulu-Suen.
Domain: Arinasai (Paradise). During the course of the character, the chance of critical damage against opponents is 0, final damage, resistances, ACC, AGI, MEN -0.4
Ranks:
I. Nangilishima
II. Namgan
III. Tsaralia
IV. Ludovic
V. Carvelos
VI. Enbilla.
VII. Asanmir.
VIII. Ayri
IX. Meligor
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
First Step
Penalty for using Taoist weapons is nullified. Taoist weapons deal 50% more damage. ACC +10, AGI +10. (2)
Second Step
Additional attack. ACC +10, AGI +10. (2)
Third Step
Additional attack. ACC +10, AGI +10. (2)
Fourth Step
Additional attack. ACC +10, AGI +10. (2)
Fifth Step
Additional attack. ACC +10, AGI +10. (2)
Sixth Step
Chance to inflict critical damage increased by 30%. ACC +20, AGI +20. (3)
Seventh Step
Character's attacks have a chance (Strength*2 - opponent's Endurance) to cripple him. -10% if wearing light armor, -25% if wearing heavy armor. (2)
Eighth Step
The character cannot be counterattacked in any way; his attacks are not blocked or parried. (3)
Ninth Step
Parrying of attacks, shots, or targeted spells. Number of attacks = number of attempts per turn. (3)
Wind Burst
+750% DMG, +100% ACC.
This strike cannot be blocked, parried, or countered.
300 (2)
req: fourth step
Fallen Petal
The character deals normal damage + 15% of the maximum health of their opponents, ignores armor (but not shields).
40 (2)
Req: third step
Hitokiri
The character's next attack will be fatal (melee). Cooldown: three turns. (3)
Req: fifth step
Ninja
Art of Stealth
Ability to quickly gather information about the surrounding area.
Check: Agility + 100% vs. target's Perception. Requires a turn to activate, no cooldown. Ability to pick locks. Agility is tripled outside of combat. (3)
Bujutsu
The character gains the ability to use any type of weapon without penalties. ACC +40%, AGI +40%. Ability to throw knives, shurikens, etc. (3)
Bujutsu II
When using ninjato and other similar weapons, the character deals five additional attacks, ignores resistances (but not armor), can parry attacks from one-handed weapons (x2 chance). Attacking directly from behind deals five times the damage. Throwing knives and other items can be done while moving. Throwing shurikens ignores armor. (3)
Req: Bujutsu
Taidjutsu
ACC +30%, AGI +30%, HP +30%, RSS +10%, chance to inflict critical damage -40%, immunity to stealth attacks. Awareness +10 (4)
Genjutsu
Immunity to mind control. The character can paralyze a selected target or make them see visions (and, accordingly, experience corresponding sensations).
Range: 5. No energy cost, no cooldown, MEN vs. MEN check. (3)
Art of Disguise
The character can change their face. (3)
Invisibility
The character becomes invisible. MEN x3. If the character is in combat, his evasion increases by two times (does not work against AoE), and the accuracy and evasion of his target are reduced by twice as much. (4)
Blooming Plum (1) + (5)
Agility / 10 = number of hits
Strength = ignores armor and resistances
Awareness = 2.5 damage units
Endurance = % "armor" from physical damage
Perception = critical hit chance.
Cannot be parried.
Soft Palm (1) + (5)
Agility / 5 = number of hits
Strength = 1 damage unit
Awareness / 2 = paralysis chance.
Perception / 3 = chance to break opponent's shield or armor
Endurance = % AGI and ACC
Cannot be parried.
Dancing Water (2)
AGI / 10 = minimum evasion rate
ACC / 10 = minimum accuracy rate
Dragon's Palm
Chance (perception + agility / 2) to stop the opponent's attack with bare hands. (2)
Falling Star
Blooming Plum. Damage x10, check AGI -0.5. Cooldown: 5 turns. (3)
Internal Injuries
Awareness / 4 =% that the opponent will die after some time (Soft Palm) (2)
Acupuncture
Kidney Meridian (2)
+%MP
Heart Meridian (2)
+%HP
Liver Meridian (2)
+RSS
Lung Meridian (2)
+%ACC
Stomach Meridian (2)
+DMG%
Spleen Meridian (2)
+MC%, RC%
Bladder Meridian (2)
+MOV
Gallbladder Meridian (2)
+%MEN
Large Intestine Meridian (2)
+%SP
Small Intestine Meridian (2)
+%AGI
We continue where we left off.
Dominika added, Kir disappeared, Rum Con escaped from Ravarre (hmm: this event took too long, and at this pace, Magnificent Rumke will get out of there when the colonization is already over).
If you had any post before this directed to me, please duplicate it.
Regarding overseas techniques and acupuncture: a character with these specializations must have studied at the school that Tirza visited. And if we are talking about the "Internal Damage" technique, the character must be an associate of the White Dragon (only he practices this technique in Erathia).