Posts from Lapistia
e si ieu muoir, er mi grans deliuriers
Origin: Nosferoth
Characteristics
Health: 686
Energy: 0
Accuracy (M): 29
Accuracy (R): 25
Reaction: 33
Speed: 13
Willpower: 31
Skills
Path of Heaven, First Steps, Strength of Body, Strength of Spirit, Strength of Mind, Enlightenment, Ecstasy, Taste of Battle, Taste of Death, Steadfastness, Expertise (Intimidation Tactics), Reflection.
Perks
Equipment: Stone of Immortality (topaz), ???
Carvelos rarely leaves Iltan; however, he moves around his city in a random order and with a relatively small number of guards. Perhaps the most opportune time to attempt an assassination would be during the annual Tournaments held in Iltan in autumn.
In a letter, Sarnissa is offered a seat on the Yoheitan council due to the death of three current members.
This was likely because at this time "Scarlet Dawn" was one of the strongest mercenary organizations, despite its lack of extensive experience and wide influence.
If the invitation is accepted, "Scarlet Dawn" may acquire a unique ability. The current leader as well as the first representative and financier will receive it immediately; all others must complete five contracts along with their squad (counting previous ones; stones of immortality are counted separately from each other).
Contract: guard duty
Client: Reilisia
Recipient: Leaders of mercenary groups
Contract Details: A wealthy and influential person from Arinasai needs protection during her journey through Ertenia. The mercenaries will have only two tasks: protect the client and the goods she will be transporting with her.
The route will be as follows: Arinasai -> Iltan -> Suentan -> Shuna -> Ishhegal -> Sharkhursang -> Veldaran -> Asvaldr -> Joryn -> Taosia -> Puria -> Ilinar -> Illiniar -> Arinasai.
Reward: 10000/city
Contract: military assistance
Client: Tiliyans
Recipient: leaders of mercenary groups
Contract Details: Due to the start of Nozenroth's invasion of the Tiliyan archipelago, the Tiliyans are unsure if they can repel the empire's army by their own strength alone, and therefore offer all interested parties to participate in this conflict on their side. Mercenaries are entitled to claim everything that belonged to the enemies they have defeated, and they can also count on a generous reward after the war ends.
Reward: treasure/varies
Contract: destruction of Elulu-Suen warriors
Client: Royal Council of Illiniar
Recipient: Leaders of mercenary groups
Contract Details: Followers of the Elulu-Suen teachings are terrorizing the surroundings of a young settlement located on the border of Grindania and the Orcish Wastes. The Kingdom of Illiniar is ready to pay well those who manage to liquidate these villains.
Race: Darnian
Origin: Darnia
Skills
Path of Heaven, first steps, ecstasy, taste of battle.
Perks
Erana
Race: human
Origin: Suentan
Skills
Path of Heaven, first steps, body strength, spirit strength, mind strength, enlightenment, ecstasy, taste of battle, taste of death, mastery (suan — two-handed combat, blades of destruction), steadfastness, reflection.
Restoration, wisdom, empowerment.
Perks
Eizar
Race: human
Origin: Darkstone
Skills
Path of Heaven, first steps, body strength, spirit strength, ecstasy, mastery (superiority, +100% health), taste of battle, taste of death.
Perks
Race: orc
Origin: Capital of the World
Skills
Path of Heaven, first steps, reflection, steadfastness, conquerors.
Perks
Yayoi
Race: human
Origin: Samurai
Skills
Path of Heaven, first steps, body strength, mastery (yayoi-ryu, use of any known Taosian weapon techniques if it does not contradict the weapon's characteristics), ecstasy, steadfastness, hesitant sword.
Perks
Arish
Race: Darnian
Origin: Darnia
Skills
Path of Heaven, first steps, mastery (arishan, +2 to magic, combat magic with fists is five times cheaper), steadfastness.
Perks
Eris
Race: human
Origin: Phantasmagoria
Skills
Path of Heaven, first steps, body strength, spirit strength, mastery (aisan, all ice spells and attacks are half as expensive and can freeze the opponent), reflection, steadfastness, ice armor, ice spear, glaciation.
Perks
Aoi
Race: human
Origin: Utiyama Clan
Skills
Path of Heaven, first steps, body strength, spirit strength, mind strength, enlightenment, ecstasy, taste of battle, taste of death, mastery (aoi-ryu, combat magic combined with tao-ryu gives unique effects depending on the chosen element:
Fire — attacks deal damage to all around, including characters standing within +2 cells of the character.
Electricity — immunity to negative status effects, paralysis on attack (will)
Water — 20% energy regeneration per turn
Air — the character floats above the ground, receives +10 to evasion and can move 8 cells; on attack the character receives +5 to accuracy, and if the attack proves fatal, the character can teleport 8 cells in any direction immediately after)
Cold — freeze (will)), steadfastness, reflection, slipping earth, Schism, earth control, heavenly sword, zetsumei, yokai, naosu, will of blades, spirit superiority.
Perks
Lugalshan
Race: human
Origin: Suentan
Skills
Path of Heaven, first steps, body strength, spirit strength, mind strength, enlightenment, ecstasy, taste of battle, taste of death, mastery (suenran, tactics: allies receive immunity to negative effects), steadfastness, reflection, explosion, fire shield, heat, fire rain, fire trap, fire spear.
Perks
Ebeya
Race: Darnian (f)
Origin: Licinia
Skills
Path of Heaven, first steps, body strength, spirit strength, taste of battle, mastery (superiority, +100% health), taste of death, ecstasy.
Perks
Aes
Race: Assarian (f)
Origin: Onitan
Skills
Path of Heaven, first steps, body strength, spirit strength, mind strength, reflection, steadfastness, ecstasy, taste of battle, mastery (assaen, can additionally choose two skills for the art of death), god of death, cheating death, beheading.
Perks
Narag
Race: Orc
Origin: Capital of the World
Skills
Path of Heaven, first steps, body strength, taste of battle, ecstasy, mastery (Narag's secret, passive negation; melee attacks ignore armor; attacks that go into negation add damage for Narag's next hand-to-hand strike), Legion of Death.
Perks
Reward: 5000/head
Contract: military assistance
Client: royal council of Geirt
Recipient: leaders of mercenary groups
Contract Details: Ainar "the Righteous" deemed it necessary to lend a hand to Kalevritia in her war with Sintan. The King will reward all who help achieve victory over this opponent.
Reward: 800/month per person.
Added 39 minutes later
We need a spot on the Council, yes. But we don't have any concrete ideas for a skill yet, considering it should be useful for everyone, and our group is quite diverse. Guarding looks good, but we might miss a good opportunity to assassinate Carvelos (if we plan to do that). We won't help Geirt. The Suen look more dangerous than some royal guards, so we'll pass. The Thilians' job is ambiguous:
+Chance to get a good profit
+Thilians are good guys
+We're messing with Nozenro
-Firearms are deadly
-Water is deadly
-Nozenro already has high stats, and at sea, it will be even tougher
Added 1 hour 12 minutes ago
You can use a skill to gain immunity to negative effects and antimagic barriers. :)
Added 1 hour 7 minutes ago
I've roughly calculated the stats for the Suen. But I still think it would be best to take on a protection contract. That way, we'll visit different cities, earn money, and be afraid of the unknown. It's all positives. So, here are the Suen:
Erana
Health: 392
Energy: 200
Accuracy (M): 19
Accuracy (R): 16
Reaction: 19
Speed: 16
Will: 23
Magic: 5
Eizar
Health: 1190
Energy: 0
Accuracy (M): 9
Accuracy (R): 8
Reaction: 9
Speed: 4
Will: 20
Magic: -3
Ya'oi
Health: 155
Energy: 0
Accuracy (M): 26
Accuracy (R): 11
Reaction: 28
Speed: 8
Will: 8
Magic: 1
Arish
Health: 90
Energy: 50
Accuracy (M): 10
Accuracy (R): 7
Reaction: 14
Speed: 5
Will: 6
Magic: 4
Arish
Health: 385
Energy: 325
Accuracy (M): 5
Accuracy (R): 5
Reaction: 5
Speed: 4
Will: 13
Magic: 7
Aoi
Health: 230
Energy: 425
Accuracy (M): 15
Accuracy (R): 10
Reaction: 15
Speed: 7
Will: 21
Magic: 7
Lugalsan
Health: 350
Energy: 125
Accuracy (M): 13
Accuracy (R): 8
Reaction: 15
Speed: 7
Will: 16
Magic: 4
Ebeya
Health: 500
Energy: 0
Accuracy (M): 13
Accuracy (R): 10
Reaction: 13
Speed: 5
Will: 23
Magic: -3
Aes
Health: 195
Energy: 0
Accuracy (M): 17
Accuracy (R): 13
Reaction: 11
Speed: 11
Will: 14
Magic: 2
Narag
Health: 210
Energy: 0
Accuracy (M): 13
Accuracy (R): 10
Reaction: 13
Speed: 6
Will: 18
Magic: -2
Added 14 minutes ago
Although the caravan option doesn't seem great either. Unless we reach Ilthan, and then part ways with the client and go to take down Carvelos. Otherwise, it's risky to wander around Ninsharr with looted gear and looted squad members.
Added 3 minutes later
I was too lazy to do this earlier because it's extra information that needs to be kept in mind, but now I understand that it's essential. Buff effects last for ten turns, starting from the caster's turn. After four turns in a negative state, the character cannot be restored. Bandaging freezes this timer.
I'll elaborate on contracts and skills later; I don't have time right now.