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13 years ago
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In this thread, I will leave posts regarding everything important for the game. Participant applications will also be accepted here.
Game Features
"Your Game" was created for members of the heroesworld forum and has several features. First and foremost, it is an FRPG; at least, that is how I would classify it. The game is played via personal threads, which all participants will have. The approach to participants is individual; specific events will happen to each person. Participants can interact with the world, NPCs, and other participants (this includes the possibility of grouping participants together and creating a new thread related to that group). You can take quests from any characters, whether they are NPCs or other participants, and you can travel to almost any corner of the world (although I will try to nudge you toward certain locations). I also want to warn you that events in the game will be dynamic: if you stand in one place for too long, something might happen. I hope such an approach will eliminate stagnation in the game.
This section will be gradually filled with new information so as not to throw everything at you at once; for now, please study the game mechanics. Good luck in the game!
Choosing Game Characters
The character selection system is as follows.
There are five races, with two playable nations in each. Each nation has three combat classes. Each class has its own unique skill. Additionally, when choosing a class, you should specify an additional starting skill of your choice (within reason). However, some classes strongly benefit from having a particular starting skill; for example, mages need a skill in the corresponding magic if they wish to cast spells immediately.

HUMANS
A fairly common race. For the most part, they are tall and strong (though not the toughest), yet completely incapable of any magic—but this deficiency is more than made up for by their special personality traits and intellect.

Creates

The most advanced of all humans, Creates possess sharp minds and non-trivial thinking. Steam mechanisms, firearms, and even flying machines are but a partial list of what they are capable of.
Cultural analogue: Europe, 19th century
Symbolism: eagle, hawk, Sun
Attribute distribution:
10:5:20:5 20:10:5:5
Skills:
-Create Technologies
--I Allows use and repair of first-rank Create technologies
--II Allows use and repair of second-rank Create technologies, and creation of first-rank ones
--III Allows use and repair of third-rank Create technologies, and creation of second-rank ones
--IV (bonus level, acquired only from teachers) Allows use and repair of unique Create technologies. Allows creation of third-rank Create technologies.
-Brilliant Commander
--I Increases critical hit probability for allies
--II Increases initiative and speed for allies
--III Increases all spiritual attributes for allies
--IV (bonus level, acquired only from teachers) The commander himself also receives bonuses from his command. Bonus magnitude is increased by 50%
-Explosives Expertise
--I Increases damage from explosives
--II Further increases damage from explosives
--III Further increases damage from explosives
--IV (bonus level, acquired only from teachers) Further increases damage from explosives

Polo

Like the Creates, the Polo know their way around technology, but they use it differently. Polo are adventurers by nature; they are interested only in money and adventure, though it is unclear which of the two matters more.
Cultural analogue: Spain, Age of Discovery
Symbolism: lion, sword, gold
Attribute distribution:
20:5:10:5 20:5:10:5
Skills:
-Technological Advantage
--I Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--II Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--III Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--IV (bonus level, acquired only from teachers) Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
-Filibuster
--I The character has the right to rob and kill any characters provided they are unfriendly toward the Kro Empire. The character may keep 25% of the loot.
--II The character may keep 50% of the loot.
--III The character may keep 75% of the loot.
--IV (bonus level, acquired only from teachers) The character keeps all looted goods and may even receive a small bonus from imperial authorities.
-Treasure Hunter
--I Allows finding 25% more money.
--II Allows finding a total of 50% more money and 25% more gems.
--III Allows finding a total of 75% more money and gems.
--IV (bonus level, acquired only from teachers) Doubles loot, excluding items.

Albetas

Natives of the Great Salinkar Desert, Albetas are nomads to the core, and only recently have some begun to build cities and lead relatively settled lives. This is not due to stunted development, but because of their eternal war with other desert dwellers: orcs and goblins. The struggle against wild troglodyte tribes drained all the strength from the Albeta people and continues to do so to this day...
Cultural analogue: Arabs.
Symbolism: moons, saber, horse
Attribute distribution:
10:10:5:10 10:10:10:5
Skills:
-Mounted Combat
--I Provides a bonus to power and accuracy when using a horse, allows shooting while mounted
--II Provides a bonus to power and accuracy when using a horse
--III Provides a bonus to power and accuracy when using a horse
--IV (bonus level, acquired only from teachers) Provides a bonus to power and accuracy when using a horse. The horse takes hits intended for the rider.
-Desert Dweller
--I Increases resistance to fire and earth.
--II Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
--III Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
--IV (bonus level, acquired only from teachers) Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
MAGES
Mages are somewhat similar to humans, at least externally. However, their body structure differs significantly from humans'; furthermore, mages wield spells, as can be inferred from the name.
Dascaloses

Dascalos is the name of the Great Teacher of mages, an Anta by nationality, who formulated the basic laws of cognition (though this is only a small fraction of his enormous contribution to the development of mages). This people named themselves after him, as they most fully absorbed Dascalos' teachings on cognition.
Cultural analogue: Ancient Greece
Symbolism: book, staff, ray of light
Attribute distribution:
5:10:20:5 10:10:10:5
Initially, air or fire magic is available, then the other of these two elements.
Skills:
-Air Mage
--I Reduces the amount of mana required to cast air element spells.
--II Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
--III Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
-Fire Mage
--I Reduces the amount of mana required to cast fire element spells.
--II Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
--III Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
-Hoplite
--I Provides a power bonus when using spears.
--II Provides a power bonus when using spears. Increases armor efficiency.
--III When using spears, the hoplite is guaranteed to deal a preemptive strike.
--IV (bonus level, acquired only from teachers) The hoplite's preemptive strike has a chance to knock the opponent down.
Wanderers

Another people of mages who decided to go their own way. Unlike the Dascaloses, Wanderers are hermits and are used to relying solely on themselves in matters of cognition. For this reason, few wanderers earn the honor of being known. Yet among them there are those whose genius precedes their time, and such geniuses reach amazing heights, for their minds are not clouded by abstract sciences and they can devote themselves entirely to the subject they understand best.
Cultural analogue: no culture of their own
Symbolism: none
Attribute distribution:
10:5:20:5 20:5:5:10
Initially, only water magic is available, then earth magic.
Skills:
-Water Mage
--I Reduces the amount of mana required to cast water element spells.
--II Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
--III Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
-Necrology
--I Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
--II Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material"
--III Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
--IV (bonus level, acquired only from teachers) Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
-Roaming Warrior
--I Increase in power and accuracy during 1x1 battles.
--II Increase in will and concentration during 1x1 battles.
--III Increase in vitality and reaction during 1x1 battles.
--IV (bonus level, acquired only from teachers) Increase in survivability during 1x1 battles.
ELVES
Usually shorter and weaker than humans, but they have heightened senses and are wonderful spellcasters.

Sylvans

The most common among elves. Sylvans prefer to live in forests, the welfare of which they care for more than their own. For example, deforestation and the consumption of plant food are usually forbidden for Sylvans, whereas eating animals is considered absolutely normal and nearly the only correct diet.
Cultural analogue: Europe, Late Middle Ages
Symbolism: leaf, staff, river
Attribute distribution:
5:20:10:5 10:20:5:5
Initially, only earth magic is available, then air
Skills:
-Sniper Shot (activatable ability)
--I Fires an arrow of increased range that ignores half of the damage resistance. Requires twice as many AP as a normal shot.
--II Fires an arrow of increased range that ignores damage resistance. Requires twice as many AP as a normal shot.
--III Fires an arrow of increased range that ignores damage resistance and always deals critical damage. Requires twice as many AP as a normal shot.
--IV (bonus level, acquired only from teachers) Fires an arrow of increased range that ignores damage resistance and always deals critical damage. Requires 1.5 times more AP than a normal shot.
-Fearless Knight
--I The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1/2)
--II The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1)
--III The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1.5)
--IV (bonus level, acquired only from teachers) Depending on power, the character has a chance to attack another target during the round without spending AP.
-Druid
--I The druid's spell power increases by 25% when large animals are nearby
--II The druid's spell power increases by 25% for each large animal nearby.
--III The druid's spell power increases by 25% for each large animal nearby and additionally by 50% if the battle is in a forest.
--IV (bonus level, acquired only from teachers) The druid gains the ability to sway plants and animals to their side.

Yoru

This nation chose natural mountain caves as their dwelling. Deep caves are rare, so for the most part, Yoru life takes place on the surface, although they only emerge under the cover of night. Their specialty is killing or, as they say, hunting. However, their hunting has nothing to do with robbery; they do it not for profit, but for the process itself, and they do it well.
Cultural analogue: classical Japan
Symbolism: black dragon, dagger, lightning
Attribute distribution:
10:20:5:5 5:5:10:20
Initially fire magic, then water.
Skills:
-Dark Spellcaster
--I An additional 15% fire damage is added to any damage (effect multiplies with others).
--II An additional 35% fire damage is added to any damage (effect multiplies with others).
--III An additional 60% fire damage is added to any damage (effect multiplies with others).
--IV (bonus level, acquired only from teachers) An additional 100% fire damage is added to any damage (effect multiplies with others).
-Stealth
--I Activatable ability. The character leaves the line of sight of other characters. They cannot be detected as long as they do not move; otherwise, they are discovered immediately. In this state, one can attack and start a battle.
--II There is a probability that a character with stealth will not be detected when moving.
--III Increases the probability of a character not being detected when moving. Attacking from stealth deals a critical hit.
--IV (bonus level, acquired only from teachers) Allows entering stealth once per battle.
-Sacrifice
--I Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 25% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.25.
--II Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 50% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.5.
--III Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 75% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.75.
--IV (bonus level, acquired only from teachers) Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 100% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 1.

Haledars

Haledars are often called sea elves. Their homeland consists of islands south of the Great Salinkar Desert. They are magnificent navigators; their ships are simple and very fast, and it is said they were the first to discover the continent of Sarantoda, which is unsurprising considering how many miles any navigator sails each year (and Sarantoda is not so far from the islands where they live). But they do not share their discoveries; Haledars are romantic natures and are not interested in searching for new lands. They are dwellers of the seas. The sea and only the sea has always fed them. In every sense of the word...
Cultural analogue: Caribbean pirates.
Symbolism: waves, storm, octopus
Attribute distribution:
10:10:10:5 5:10:10:10
Initially water magic, then air.
Skills:
-Native Element
--I On a ship and near water, the character receives a bonus to concentration and reaction.
--II On a ship and near water, the character receives a bonus to concentration and reaction.
--III On a ship and near water, the character receives a bonus to concentration and reaction.
--IV (bonus level, acquired only from teachers) On a ship and near water, the character receives a bonus to concentration, reaction, power, and accuracy.
-Navigation
--I Allows the character to easily orient themselves both on land and at sea.
--II Allows the use of instruments and technologies related to navigation, regardless of whether a skill exists for it.
--III Allows the operation of any means of transport and the use of radio communication.
--IV (bonus level, acquired only from teachers) Allows the repair of all the above (except for means of transport requiring a technical skill).

DWARVES
A fairly short race, however, they cannot usually be called frail. Dwarves for the most part are very hardworking and stubborn.

Dwarfs

The strongest and most muscular of all dwarves, Dwarfs apply all their abilities to building majestic underground palaces and mining minerals. Their technologies are unique, as are their spells that enhance machinery (though not every Dwarf possesses the capacity for them).
Cultural analogue: USSR
Symbolism: pickaxe and shovel, lantern
Attribute distribution:
5:5:10:20 20:5:10:5
Initially fire, then earth (magic among Dwarfs, as mentioned, is rare. It is advisable to consider this in the biography).
Skills:
-Berserker Rage
--I Activatable ability. During the next turn, all attacks will cost 0 AP.
--II Activatable ability. During the next two turns, all attacks will cost 0 AP.
--III Activatable ability. During the next three turns, all attacks will cost 0 AP.
--IV (bonus level, acquired only from teachers) Activatable ability. During the next four turns, all attacks will cost 0 AP.
-Dwarf Technologies
--(similar to Create technologies, but for Dwarf technologies. That's how it is)
-Technomagic
--I Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1/3
--II Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 2/3
--III Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1
--IV (bonus level, acquired only from teachers) Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1.5

Halflings

Small and frail halflings are actually not as simple as they seem. Effectively lacking a centralized state, living in villages that only occasionally unite to make a joint decision, they still manage to maintain independence for a long time. The reason is simple: no one wants to mess with those who are always just lucky in the most incomprehensible way.
Cultural analogue: Ireland
Symbolism: clover, rainbow, horseshoe
Attribute distribution:
5:10:10:10 5:10:5:20
Initially air, then water.
Skills:
-Luck Aura
--I Increases the probability of critical hits for the leprechaun himself and all allies.
--II Increases the probability of critical hits for the leprechaun himself and all allies.
--III Increases the probability of critical hits for the leprechaun himself and all allies.
--IV (bonus level, acquired only from teachers) Increases the probability and power of critical hits for the leprechaun himself and all allies.
-Surprise
--I At the beginning of a battle, receives a boost to a random attribute (physical or spiritual).
--II Increases the strength of the boost.
--III Increases the strength of the boost.
--IV (bonus level, acquired only from teachers) Receives a boost to both a random physical and a random spiritual attribute.
-Partisan
--I Enemy receives an AP penalty during attacks.
--II Increases the enemy penalty. Increases initiative.
--III Increases the enemy penalty. Increases speed.
--IV (bonus level, acquired only from teachers) Increases the enemy penalty.
TROGLODYTES
The wildest peoples of all, troglodytes live, at best, in small tribes. Their physical structure is somewhat similar to that of reptiles, although science recognizes them as relatives of all other peoples.

Orcs


Mighty orcs, as tall and strong as they are primitive, have often acted and continue to act as the scourge of nations.
Cultural analogue: any uncivilized tribes
Symbolism: club, fang, dragon
Attribute distribution:
20:5:5:10 20:5:10:5
Skills:
-Incredible Strength
--I Allows holding two one-handed weapons.
--II Allows holding one one-handed and one two-handed weapon.
--III Allows holding two two-handed weapons.
--IV (bonus level, acquired only from teachers) Reduces AP requirements for attacking with two weapons simultaneously.
-Executioner
--I Activatable ability. Performs two consecutive attacks (damage from the second is one-third of normal damage) for double the AP.
--II Activatable ability. Performs two consecutive attacks (damage from the second is two-thirds of normal damage) for double the AP.
--III Activatable ability. Performs two consecutive attacks for double the AP.
--IV (bonus level, acquired only from teachers) Performs two consecutive attacks (damage from the second is 1.5 times greater than normal damage) for double the AP.
-Chieftain
--I Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is four times weaker than usual.
--II Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is twice as weak as usual.
--III Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is a quarter weaker than usual.
--IV (bonus level, acquired only from teachers) Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one.

Goblins

Goblins are short and weak, but the primitivity of their bodies has many advantages. Goblins are also called the nightmare of caravans: for merchants, there is simply no salvation from these regenerating troglodytes, who, moreover, are excellent at handling traps.
Cultural analogue: any uncivilized tribes
Symbolism: crocodile, bones, rope
Attribute distribution:
5:10:10:10 10:10:10:5
Skills:
-Regeneration
--I Restores 5% of maximum health every round.
--II Restores 10% of maximum health every round.
--III Restores 15% of maximum health every round.
--IV (bonus level, acquired only from teachers) Restores 20% of maximum health every round.
-Set Trap
--I Activatable ability. Discreetly sets a trap on a chosen area of the battlefield (or outside of combat). An opponent who falls into it will take damage depending on intelligence and will be forced to spend remaining AP to free themselves from the trap.
--II Increases trap damage.
--III Increases trap damage.
--IV (bonus level, acquired only from teachers) Increases trap damage.
-Mutation
--I Due to the primitivity of the body, goblin organisms often do not meet the standards of this nation. The mutated seek these abilities and strive to develop them. At the start of the game, this class chooses an attribute that levels up five points more effectively per level. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--II The same attribute levels up ten points faster per level instead of five. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--III The same attribute levels up fifteen points faster per level instead of ten. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--IV (bonus level, acquired only from teachers) The same attribute now levels up twenty points faster per level.
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13 years ago
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Characteristics found in the game

CORE CHARACTERISTICS
Core characteristics can be physical or spiritual.
Core characteristics can be increased upon leveling up, with different characteristics increasing differently depending on the character's nation (see the nation description for distribution). Characters start with zero characteristics, then spiritual and physical ones are leveled up separately (each can be upgraded when increasing level).
There is also a bonus to character characteristics based on gender. Female characters receive a +5 bonus to a chosen spiritual characteristic upon leveling up, while male characters receive +5 to a chosen physical one.
Nation characteristic distribution:
Might : Accuracy : Intelligence : Constitution | Will : Thought Speed : Vitality : Concentration

Physical Characteristics

Might

1 unit of might increases damage from corresponding weapons by 1% (one-handed, two-handed weapons, longbows, some other weapon types).
A character with low might cannot use certain types of weapons

Accuracy

1 unit of accuracy increases damage from corresponding weapons by 1% (all ranged weapons, some others)
A character with low accuracy cannot use certain types of weapons

Intelligence

Every 40 units of intelligence allow learning one additional skill or one additional ability
A character with low intelligence cannot use certain types of technology

Constitution

1 unit of constitution increases the character's maximum health by 2 (initial health=200)


Spiritual Characteristics

Will

Every 5 units of will increase the character's mana and AP by 1 (initially -- 20)
Strengthens earth element spells by 1% per unit of characteristic
Penalty -- great distance from the ground surface: -100 will

Reaction

Increases evasion chance according to the formula +(1-1.005^(-reaction))
Strengthens air element spells by 1% per unit of characteristic
Penalty -- limited, enclosed space: -100 reaction

Vitality

Increases damage resistance according to the formula +(1-1.003^(-vitality))
Strengthens fire element spells by 1% per unit of characteristic
Penalty -- cold environment: -100 vitality

Concentration

Increases critical hit probability according to the formula +(1-1.004^(-concentration))
Increases base action damage on a critical hit by +0.3%*concentration.
Strengthens water element spells by 1% per unit of characteristic
Penalty -- dry, hot air: -100 concentration


ADDITIONAL CHARACTERISTICS:

Level
Character level affects the number of skills they can learn, as well as how much they can increase core characteristics.

Experience
Gained through many game actions (both combat and non-combat), as well as for defeating enemies and completing quests.

Health
Obvious characteristic

Action Points (AP)
Required to perform absolutely any action. At the start of battle, characters are full of energy and thus have a maximum number of action points (default 20), however, over time they are spent and turns must be skipped to restore them (one turn skip restores one fifth of the maximum AP).

Mana
Required for casting spells. At the start of battle, mages are not ready to cast spells (unless they have special items or abilities), however, during battle it constantly grows (by one third per turn skip and by one fifth when performing an action) and can reach its maximum value (default 20).

AP Loss Resistance
1 point=1% chance that an AP-reducing effect will not take place.

Mana Loss Resistance
1 point=1% chance that a mana-reducing effect will not take place.

Evasion Chance
1 point=1% chance that a health-reducing effect will not take place. Does not work against area effects. Armor usually reduces the value of this characteristic, as do some weapon types.

Damage Resistance
1 point=1% of damage is absorbed. Armor improves the value of this characteristic.

Critical Hit
1 point=1% probability that a hit will be critical.

Earth Resistance
1 point=1% of earth damage is ignored. Like all other elemental resistances, game characters can only have these through equipment or (temporarily) through spells. However, monsters may possess any type of resistance by default.

Air Resistance
1 point=1% of air damage is ignored.

Fire Resistance
1 point=1% of fire damage is ignored.

Water Resistance
1 point=1% of water damage is ignored.

Distortion Resistance
1 point=1% of space distortion damage is ignored. This is an extremely rare type of resistance.

Resistance Ignore
1 point=-1 point from enemy resistance, characterizes a weapon or spell

Range
A characteristic of weapons and spells. Together with initiative, it determines the order of character action during an attack. The first-attack factor is important here: if a character has not yet been counterattacked, the order is determined by range. If they have, then by initiative.
If the difference between characters' ranges is great, the character with lower range receives an AP penalty on the first attack (up to seven points).
Range difference 1-3: 1 AP penalty
Range difference 4-6: 2 AP penalty
Range difference 7-10: 3 AP penalty
Range difference 11-14: 4 AP penalty
Range difference 15-18: 5 AP penalty
Range difference 19-22: 6 AP penalty
Range difference 23+: 7 AP penalty

Initiative
Determines turn order. Initiative depends on character level according to the formula 95+level*5.
A large difference in initiative imposes AP penalties for all turns except the first (the one in which the first attack occurred for both characters).
Initiative difference 10 or less: no penalty
Initiative difference 11-22: 1 AP penalty
Initiative difference 23-34: 2 AP penalty
Initiative difference 35-46: 3 AP penalty
Initiative difference 47-58: 4 AP penalty
Initiative difference 59-70: 5 AP penalty
Initiative difference 71+: 6 AP penalty

Wear and Tear
A characteristic of armor, weapons, and technology. If the degree of wear is too high (the value is determined by the specific type of weapon, armor, or technology), the item cannot be used.

DAMAGE TYPES
Physical, earth, air, fire, water, poison, disease, and distortion. Any weapon or spell always deals damage of a fixed type.
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13 years ago
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Skills in the World of Nero

Learning System:
Skills have three levels (and a bonus fourth level).
Skills are divided into national (in the new system, they don't have abilities, meaning you can simply learn each rank of the national skill in sequence) and non-national skills (they have many abilities, and they cannot be learned without abilities. First, you learn the first rank of the skill, then one ability, then another rank, then another ability, and so on. That is, you can have no more than four abilities, in rare cases five, for each skill).
Initially, players have the fourth level and six different skills/abilities. At the beginning of the game, players can take one of the bonus abilities, but it is desirable to describe how they obtain it in their character sheet.
Increasing by 1 level => learning a skill/ability.

Skills in magic and technology deserve special mention.
For example, to use magic, you need to know a specific skill (earth magic). To learn a new type of magic, you need to know the old one at the highest skill level. When learning two types of magic, the ability to learn special, dual-element spells is unlocked (the level possible for learning a dual-element spell is determined by the minimum level of the learned magical skills). However, a deliberate attempt to switch to a second element may negatively affect your class skill, for which you may not have enough points to learn, so it is possible that you will have to choose.
The "fire mage," "air mage," and "water mage" classes can cast first-circle spells of their native element, but for more advanced spells, you still need to take the corresponding element skill.
There are special class skills for using technology. If your class does not have one, do not be upset; there is a special skill called technology, which allows you to use any technology. The game may feature Ant technologies, to which the bonus of this skill also applies, so it may even be useful for classes that can use their technologies by default.

Non-national skills in another post!

Combat System

The game does not have a distinction between ranged and melee combat; each character has only two positions: near the enemy and far from the enemy. In most cases, at the beginning of the battle, enemies are far from each other. During one round, this distance is covered (to a certain target), but if someone in the battle has ranged weapons or spells, corresponding penalties will be applied. Then the combat system proceeds in the usual way, based on the characters' characteristics.
The calculations are performed by the game master. It is desirable to outline the strategy, spells that you plan to use, and so on before the battle. If you wish, you can outline your actions for each turn, but I think that would be too long. That's all.

upd

In the new combat system, a battle map, grid-based battles, etc., are introduced. It takes Action Points (AP) to cover the distance. 1 AP to move to a cell horizontally/vertically, 1.5 AP to move diagonally. Speed increases the number of cells that can be covered for the same amount of AP.
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13 years ago
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General Skills


One-Handed Weapon Proficiency
I Allows the use of rank I one-handed weapons
II Allows the use of rank II one-handed weapons
III Allows the use of rank III one-handed weapons
IV (bonus level, acquired only from teachers) Allows the use of unique one-handed weapons
Blade Proficiency: increases the chance to block an attack when using a one-handed sword
Saber Proficiency: increases initiative when using "fast" one-handed weapons
Axe Proficiency: increases power when using an axe
Mace Proficiency: increases the chance to stun an opponent when using a mace or other blunt one-handed weapons
Dagger Proficiency: increases the probability of critical damage when using daggers and knives
Staff Proficiency: increases power and the effect when using staves
Expert: allows obtaining comprehensive information about any one-handed weapon
Preparation: increases power
Fencer: increases reaction and concentration
Proper Breathing: reduces the amount of AP required for an attack with a one-handed weapon by 25%
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Power Strike (activatable skill): delivers a strike with a power bonus, which requires 50% more AP than a normal strike
Frenzy (bonus skill, acquired only from teachers): allows delivering two attacks with a one-handed weapon at once
Whirlwind (bonus skill, acquired only from teachers): allows using two one-handed weapons simultaneously. When using two one-handers, 25% less AP is spent for each of them.
Two-Handed Weapon Proficiency
I Allows the use of rank I two-handed weapons
II Allows the use of rank II two-handed weapons
III Allows the use of rank III two-handed weapons
IV (bonus level, acquired only from teachers) Allows the use of unique two-handed weapons
Two-Handed Blade Proficiency: increases the chance to block an attack when using a two-handed sword
Katana Proficiency: increases initiative when using "fast" two-handed weapons
Battleaxe Proficiency: increases power when using a battleaxe
Spear Proficiency: increases the probability of attacking an opponent with a spear immediately before their attack
Halberd Proficiency: increases the probability of attacking an opponent with a halberd immediately after their attack
Club Proficiency: increases the probability of stunning an opponent when using clubs, etc.
Staff Proficiency: increases the probability of blocking an attack and the effect when using a staff
Expert: allows obtaining comprehensive information about any two-handed weapon
Preparation: increases power
Fencer: increases reaction and concentration
Proper Breathing: reduces the amount of AP required for an attack with a two-handed weapon by 25%
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Power Strike (activatable skill): delivers a strike with a power bonus, which requires 50% more AP than a normal strike
Heavy Hand (bonus skill, acquired only from teachers): an attack with a two-handed weapon additionally destroys the opponent's armor.
Rambo (bonus skill, acquired only from teachers): an attack with a two-handed weapon also hits the opponent to the right (left) of the target
Bow Proficiency
I Allows the use of rank I bows
II Allows the use of rank II bows
III Allows the use of rank III bows
IV (bonus level, acquired only from teachers) Allows the use of unique bows
Crossbow Proficiency: allows the use of crossbows of the corresponding level, ignoring a lack of technological knowledge.
Longbow Proficiency: allows the use of longbows of the corresponding level (longbows receive a bonus not only from accuracy but also from the character's power)
Sharp Eye: increases accuracy
Sniper: increases concentration
Training: increases power
Firing on the Move: half of the AP spent on firing can be spent on movement. The shot is fired immediately after the corresponding movement.
Fire Arrow: the archer has the ability to create fire arrows from ordinary ones and use them. A fire arrow sets the opponent or object on fire, but the archer's concentration during firing will be zero.
Expert: allows obtaining comprehensive information about any bow or crossbow
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Hidden Attack (activatable skill): an attack from cover with an accuracy and concentration bonus
Skirmisher (bonus skill, acquired only from teachers): allows firing while mounted on a horse; does not work with longbows
Lob Shot (bonus skill, acquired only from teachers): allows lobbing shots, i.e., without visual contact with the opponent. Damage is reduced by 50%. Does not work with crossbows and longbows.
Thrown Weapon Proficiency
I Allows the use of rank I thrown weapons
II Allows the use of rank II thrown weapons
III Allows the use of rank III thrown weapons
IV (bonus level, acquired only from teachers) Allows the use of unique thrown weapons
Knife Proficiency: increases the chance of a critical hit when throwing knives.
Throwing Spear Proficiency: increases the chance to maim an opponent when throwing a spear.
Hatchet Proficiency: throwing axes destroy the opponent's armor more strongly.
Boomerang Proficiency: increases power when throwing boomerangs.
Hook Proficiency: increases the chance to capture an opponent when using hooks. Increases the chance to knock down an opponent when using hooks.
Sharp Eye: increases accuracy
Sniper: increases concentration
Training: increases power
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Hidden Attack (activatable skill): an attack from cover with an accuracy and concentration bonus
Run-up (activatable skill): the character runs forward and throws their weapon, receiving a power bonus.
Walls (bonus skill, acquired only from teachers): allows using hooks to climb walls.
Shield Proficiency
I Allows the use of rank I shields
II Allows the use of rank II shields
III Allows the use of rank III shields
IV (bonus level, acquired only from teachers) Allows the use of unique shields
Large Shields: increases the durability of used large shields. Increases the block probability when blocking arrows and thrown weapons.
Round Shields: allows using spears together with round shields
Small Shields: provides the ability to use small shields together with one-handed/two-handed weapons. The block of small shields is added to the weapon's block rather than multiplied (as per default).
Classic Shields: increases the block probability in melee combat when using classic shields.
Knight: allows using shields (except large ones) while mounted on a horse.
Expert: allows obtaining comprehensive information about any shield
Enchanted Shield: increases the effectiveness of enchantments on the used shield
Tank: upon a successful block, a counterattack with the shield occurs
Juggernaut (bonus skill, acquired only from teachers): allows performing a shield bash. A shield bash has a chance to knock the opponent down.
Rush! (bonus skill, activatable skill): the character runs forward and hits the opponent with the shield.
Technology Proficiency
I Allows the use of rank I technologies
II Allows the use of rank II technologies and repairing rank I technologies
III Allows the use of rank III technologies and repairing rank II technologies
IV (bonus level, acquired only from teachers) Allows the use of unique technologies and repairing rank III technologies
Firearm Proficiency: firearms additionally destroy the opponent's armor upon firing
Crossbow Proficiency: crossbows additionally pierce the opponent's armor upon firing
Rifle Proficiency: increases accuracy when using rifles
Explosives Proficiency: increases damage when using explosives
Grenade Proficiency: increases the throwing range of grenades
Motor Vehicle Proficiency: increases speed when the character is driving a motor vehicle. Reduces fuel consumption.
Flying Machine Proficiency: allows more effective control of flying machines and gives them an evasion bonus.
Automation Proficiency: allows improving certain mechanisms by equipping them with automation. After this upgrade, the amount of AP required to operate the mechanism is reduced.
Advanced: increases intelligence by 30
Expert: allows obtaining comprehensive information about any technology (except some unique ones)
Unarmed Combat
I Increases base damage from unarmed strikes by 2
II Increases base damage from unarmed strikes by another 3
III Increases base damage from unarmed strikes by another 4
IV (bonus level, acquired only from teachers) Increases damage from unarmed strikes by another 6
Yoru Technique: increases concentration and vitality if the fight is conducted without weapons.
Creature Technique: it is commonly called "the box" because Creature training in this technique takes place in boxes. The technique increases power and survivability in unarmed combat.
Sylph Technique: increases will and reaction if the fight is conducted without weapons.
Orc Technique: significantly increases power if the fight is conducted without weapons.
Dwarf Technique: significantly increases survivability if the fight is conducted without weapons.
(different unarmed combat techniques are not compatible with each other)
Brass Knuckle Proficiency: allows using brass knuckles in unarmed combat.
Armored Fists: damage in unarmed combat increases if the character wears armor (referring to gloves).
Evasiveness: increases reaction in unarmed combat.
Preparation: increases power
Proper Breathing: reduces the amount of AP required for an attack with a one-handed weapon by 25%
Lightweight: the character receives a speed bonus if they have no weapons or armor
Power Strike (activatable skill): delivers a strike with a power bonus, which requires 50% more AP than a normal strike
Vital Points (bonus skill, acquired only from teachers): allows performing an attack on a vital point of the opponent, completely paralyzing them. The enemy must not suspect the presence of the attacker.
Military Science
I Increases character survivability by 30
II Increases character survivability by another 40
III Increases character survivability by another 50
IV (bonus level, acquired only from teachers) Increases character survivability by another 60
Melee Combat: increases power
Ranged Combat: increases accuracy
Combat Knowledge: increases intelligence
Fast as Lightning: increases speed and initiative
Leader: if the character is appointed commander, all subordinate characters receive bonuses equal to 1/3 of all the character's military science bonuses
Shove: if an opponent blocks a strike, the character has a chance to knock them down (chance depends on the character's power and the opponent's power)
Tactical Retreat: when being attacked, the character has the ability to automatically retreat several cells without incurring an AP penalty.
Deep Breath (activatable skill): the character spends 4 AP in the current turn to receive 8 AP in the next. Once every three rounds.
Veteran: increases the maximum number of skills that can be taken in military skills by 1.
Drunken Style (bonus skill, acquired only from teachers): diagonal movement requires as much AP as straight movement (usually 1.5 times more)
First Reaction (bonus skill, acquired only from teachers): in the first round, the character always goes first.
Education
I Increases all spiritual characteristics of the character by 10
II Increases all spiritual characteristics of the character by another 15
III Increases all spiritual characteristics of the character by another 20
IV (bonus level, acquired only from teachers) Increases all spiritual characteristics of the character by another 25
Biology Knowledge: increases survivability
Mathematics Knowledge: increases intelligence
Physics Knowledge: increases accuracy
Preparation: increases power
Medicine: increases the effectiveness of "first aid" threefold. Increases the healing effect of spells by 50%. Allows curing many diseases, although over time.
Expert: depending on the chosen direction, the character can become an expert in any subject (weapons, shields, armor, architecture, technologies, antiquities, etc.). Each direction costs a separate skill point.
Wisdom (bonus skill, can be learned only from teachers): increases the maximum number of spells a character can learn by 1 for each rank of every studied element. The same applies to potions and enchantments.
Teacher: provides the ability to teach other characters bonus skills and abilities. Of course, the teacher must possess them first.
Creature School: ability to master two additional skills and abilities for free provided they are related to technologies
Daskalos School: ability to master two additional skills and abilities for free provided they are related to magic
Sylph School: ability to master two additional skills and abilities for free provided they are related to weapon proficiency
Dwarf School: ability to master one additional skill or ability for free provided it is related to creating or repairing items, as well as another skill or ability related to weapon proficiency
(different schools are not compatible with each other; all schools can be studied only—pardon the tautology—in corresponding schools)
Blacksmithing
I Allows repairing rank I weapons and armor
II Allows repairing rank II weapons and armor, as well as creating rank I weapons and armor
III Allows repairing rank III weapons and armor, as well as creating rank II weapons and armor
IV (bonus level, acquired only from teachers) Allows repairing unique weapons and armor, as well as creating rank III weapons and armor
Swordsmith: created swords, daggers, and spears have 50% more damage
Axesmith: created axes, battleaxes, halberds, etc., have 50% more damage
Macesmith: created blunt metal weapons, such as maces and flails, have 50% more damage
Carpenter: created clubs, staves, bows, etc., have 50% more damage
Armor Master: created armor, shields, etc., have greater durability and effectiveness
Light Alloys: allows creating weapons and armor of lower effectiveness but with a smaller penalty to speed, initiative, and evasion chance for the characters using them.
Reformer: allows improving an already existing weapon or piece of armor provided that the corresponding specialization is chosen and the smith knows how to at least repair said weapon or armor
Legendary Smith (bonus skill, acquired only from teachers): allows creating weapons and armor one rank higher than allowed by the blacksmithing level. That is, with "Blacksmithing IV", a character can create unique weapons and armor
Cleric
I Allows blessing followers of their religion (effectiveness is lower than when visiting a temple)
II Allows blessing followers of their religion (effectiveness is the same as when visiting a temple)
III Allows blessing followers of their religion. The cleric themselves will be constantly under the effect of the blessing.
IV (bonus level, acquired only from teachers) Allows blessing followers of their religion. The cleric themselves will be constantly under the effect of the blessing. Blessing effectiveness is increased.
Word that Penetrates the Soul: duration of the blessing is increased by two days.
Preacher: allows converting characters to one's faith if they have a predisposition for it.
Religious Scholar: the character possesses deep knowledge not only of their own but also of other religions.
Soul Knower: the character sees which religions other characters belong to.
Consecration: the cleric can consecrate a certain room or place, making it a temple.
Grace: if the cleric blesses characters inside a temple, blessing effectiveness is increased by 50%
Atheist: allows practicing atheism
Free Confession: allows casting blessings of any religion, but with reduced effectiveness. The character will always be under the effect of a curse from their native religion (atheism if there is no religion) and cannot be blessed in any way.
Curse (bonus skill, activatable skill): curses a character so that they receive anti-bonuses corresponding to the cleric's religion. The curse works more effectively on co-religionists. Another cleric cannot be cursed.
Alchemy
I Allows brewing rank I potions. Grants automatic knowledge of one rank I potion of choice.
II Allows brewing rank II potions
III Allows brewing rank III potions
IV (bonus level, acquired only from teachers) Allows brewing unique potions
Warlock: potions restore 50% more health.
Poisoner: potions deal 50% more damage to the opponent.
Precise Mixing: half as many ingredients are used to create a potion.
Energy Drinks: potions give 50% more mana.
Contrast: increases fire element damage if the target is frozen. Increases water element damage if the target is on fire. In this process, freezing/burning is removed.
Rank I Potions
Minor Regeneration Potion: restores 30 health.
Minor Meditation Potion: gives 5 units of mana
Poison: deals damage every round to the character whose organism it enters.
Cold Potion: when thrown at an enemy, freezes them.
Rank II Potions
Regeneration Potion: restores 60 health.
Meditation Potion: gives 10 units of mana
Readiness Potion: in the first round of the next battle, the character automatically receives 1/3 of their maximum mana reserve.
Elemental Potions: allows brewing potions that grant the character who drinks them a predisposition to one (and only one) specific element. Earth predisposition gives the character a bonus to power and will (+10) if developed upon leveling up. Air – to accuracy and reaction. Fire – to survivability and vitality. Water – to intelligence and concentration.
Burn Potion: when thrown at an enemy, deals fire element damage and sets them on fire.
Rank III Potions
Major Regeneration Potion: restores 100 health.
Major Meditation Potion: gives 20 units of mana.
Integrity Potion: fully restores health. For one day, the character loses the ability to restore health by any means.
Plague Potion: upon entering a character's organism, causes a severe illness. In battle, it deals damage every round.
Absolute Zero Potion: deals water element damage and freezes the target.
Enchanting
I Allows creating rank I enchantments on items (only one enchantment can be placed on an item). Grants automatic knowledge of one rank I enchantment of choice.
II Allows creating rank II enchantments on items (only one enchantment can be placed on an item)
III Allows creating rank III enchantments on items (only one enchantment can be placed on an item)
IV (bonus level, acquired only from teachers) Allows creating unique enchantments on items (only one enchantment can be placed on an item)
Arrow Enchanter: allows enchanting two arrows at once for the same resource of sponge crystal and mana.
Combat Enchantment: increases damage from enchantments by 50%
Elemental Enchanter: increases elemental resistance from enchantments by 15%
Economy: reduces the amount of mana for casting enchantments by 50%. Also reduces the amount of mana required to restore an exhausted enchantment.
Double Crystal (bonus skill, acquired only from teachers): provides the ability to use two different enchantments on one item simultaneously
Rank I Enchantments
Elemental Resistance: depending on skills in elemental magic, allows creating enchantments that increase armor or clothing resistance to certain elements by 20%
Fire Wasp: gives a weapon additional fire element damage.
Wet Mouse: gives a weapon additional water element damage. The target gets soaked.
Stone Wall: increases the block chance on a weapon or shield.
Air Shield: used armor acquires shield abilities, meaning it has the ability to completely block a strike.
Rank II Enchantments
Elemental Immunity: depending on skills in elemental magic, allows creating enchantments that increase armor or clothing resistance to certain elements by 40%
Feather Lightness (Air): reduces required AP for using the weapon by 2. The weapon acquires additional air element damage, but its physical damage is reduced by the same amount.
Stone Heaviness: gives a weapon additional earth element damage, but the required AP for using the weapon increases by 2.
Water Edge: increases critical damage on a weapon
Fire Shield: an attack on the item's owner will deal damage to the attacker
Rank III Enchantments
Elemental Imperviousness: depending on skills in elemental magic, allows creating enchantments that increase armor or clothing resistance to certain elements by 60%
Earthquake Weapon: the weapon deals additional earth element damage to the opponent and all their allies with a chance to knock them down.
Weapon of Death: the weapon creates a large cloud of poisonous gas; anyone who inhales it receives air element damage. Lighting a match or using fire magic inside the cloud is not recommended...
Explosion Weapon: the weapon deals additional fire element damage within a certain radius and sets on fire.
Weapon of Impotence: the weapon deals additional water element damage within a certain radius and freezes the target.
(to cast an enchantment, one must apply a sponge crystal to the item and spend a certain amount of mana. An enchanted item always has a rank 1 higher)
(to use an enchantment, one must at least know it exists. One must also possess the necessary proficiency in using corresponding items. Using enchantments consumes the mana that saturates the sponge crystal. To refill mana, an enchanter is needed; however, it is not necessary to possess that specific enchantment to refill the mana in the crystal)
(all weapon enchantments can be used on arrows. To enchant an arrow, only half a sponge crystal is required)
Geology
I Allows studying rank I earth magic spells. Grants automatic knowledge of one rank I earth spell of choice.
II Allows studying rank II earth magic spells
III Allows studying rank III earth magic spells
IV (bonus level, acquired only from teachers) Earth knowledge at such a high level allows the character to proceed to study the next element
Granite Hardness: increases the character's will.
Buffer: strengthens earth magic spells that do not deal damage.
Attacker: increases damage from earth element spells.
Unstoppable: the character acquires 50% resistance to stunning, immobilization, and loss of AP and mana.
Earth Knowledge: the character becomes an expert in stones, minerals, metals, etc.
Rank I Spells
Not a Step Back: increases the character's will. Prevents the character from moving (this requires spending as much mana as casting the spell). Reduces the character's reaction to zero.
Shot: small earth element damage at a long distance. Requires little mana as well.
Shaky Ground: applied to an opponent, increasing the probability of knocking them down.
Rank II Spells
Earthen Hands: increases character power.
Core: earth element damage at medium range with a probability of knocking down the opponent.
Dust: hides an ally from ranged attacks, reducing their effectiveness.
Rank III Spells
Stone Armor: absorbs part of the damage intended for the character.
Boulder: unique earth magic spell. While dealing considerable earth element damage, this spell is also strengthened by the character's power (the caster lifts a stone boulder above themselves and throws it at the opponent). Short range.
Prison: blocks an opponent's actions; they must first destroy the stone prison to free themselves and continue the fight.
Aerology
I Allows studying rank I air magic spells. Grants automatic knowledge of one rank I air spell of choice.
II Allows studying rank II air magic spells
III Allows studying rank III air magic spells
IV (bonus level, acquired only from teachers) Air knowledge at such a high level allows the character to proceed to study the next element
Sixth Sense: increases the character's reaction.
Buffer: strengthens air magic spells that do not deal damage.
Attacker: increases damage from air element spells.
Air Vibrations: the character acquires the ability to detect items and humanoids hidden from sight (does not work against same darkness magic). The character is much harder to catch off guard.
On Wings of Wind: increases the character's speed.
Rank I Spells
Breeze: gives all combat participants a small amount of AP and mana.
War Horn: increases the initiative of all allies, including the caster.
Air Strike: small air element damage at medium distance with a chance to hit neighboring opponents.
Rank II Spells
Precision: increases the accuracy of the caster or a chosen ally (or the caster).
Tailwind: increases the speed of allies and the caster. Reduces the speed of opponents.
Sonic Strike: air element damage to all opponents simultaneously.
Rank III Spells
Jump: sends oneself or an ally to any point in battle, if it is accessible by air.
Flight: the caster acquires the ability to fly. Casting and maintaining the spell consumes a lot of mana.
Suffocation: large air element damage over several rounds.
Hydrology
I Allows studying rank I water magic spells. Grants automatic knowledge of one rank I water spell of choice.
II Allows studying rank II water magic spells
III Allows studying rank III water magic spells
IV (bonus level, acquired only from teachers) Water knowledge at such a high level allows the character to proceed to study the next element
Peace of Mind: increases the character's concentration.
Buffer: strengthens water magic spells that do not deal damage.
Attacker: increases damage from water element spells.
Water Precision: if the character attacks an opponent, it will be 50% harder for them to evade attacks.
Medicine: increases the healing effect of all spells by 50%
Contrast: increases fire element spell damage if the target is frozen. Increases water element spell damage if the target is on fire. In this process, freezing/burning is removed.
Rank I Spells
Disinfection: disinfects wounds, removing infection and contamination. Restores a small amount of health.
Splashes: small water element damage at short distance for very little mana and AP. The opponent gets soaked.
Cool Head: increases an ally's concentration.
Rank II Spells
Critical Stop: increases block chances for the caster or an ally.
Downpour: small water element damage to all opponents on the battlefield (unless they hid under an umbrella ;)). Opponents get soaked.
Frost Breath: freezes a soaked opponent. If the opponent is not soaked, it once removes part of their AP and mana.
Rank III Spells
Purification: cleanses an ally's blood of poison and some diseases, removes burning. Restores part of health.
Water Blade: a special weapon that deals high water element damage. It receives no bonuses of ordinary weapons, except for having a probability to block an enemy attack.
Stopping Cold: freezes all soaked opponents.
Pyrology
I Allows studying rank I fire magic spells. Grants automatic knowledge of one rank I fire spell of choice.
II Allows studying rank II fire magic spells
III Allows studying rank III fire magic spells
IV(bonus level, acquired only from teachers) Fire knowledge at such a high level allows the character to proceed to studying the next element
Fortitude: increases the character's vitality.
Buffer: strengthens fire magic spells that do not deal damage.
Attacker: increases damage from fire element spells.
Return: the character can be brought back to life in a considerable number of fatal situations. Sometimes they may even wake up on their own after a mortal wound.
Firebringer: increases burn damage
Contrast: increases damage from fire element spells if the target is frozen. Increases damage from water element spells if the target is burning. In doing so, the freeze/burn effect is removed.
Rank I Spells
Sparks: small amount of fire element damage.
Oxidation: deals small fire element damage and damages enemy weapon or armor of choice.
Ignite: sets the target on fire.
Rank II Spells
Inner Fire: increases the survivability of the caster or an ally for the duration of the spell. If the spell is canceled or there is insufficient mana to extend it, health is deducted.
Peat Bogs: sets the ground on fire in a specific location within a certain radius. Anyone standing on or entering the peat bogs takes fire element damage. Additionally, smoke hinders ranged attacks.
Flame: deals fire element damage and sets the target on fire.
Rank III Spells
Fire of Knowledge: increases the intelligence of the caster or an ally. Thus, the caster or ally is able to acquire new skills and/or abilities, but only for as long as their intelligence is increased by the spell.
Annihilation: deals fire element damage and makes enemy armor completely unusable.
Explosion: deals fire element damage within a certain radius with a chance to stun everyone within that radius.
Dual-Element Magic
I Allows learning Rank I dual-element spells (provided the corresponding skills for each single-element magic of the first rank are present)
II Allows learning Rank II dual-element spells (provided the corresponding skills for each single-element magic of the second rank are present)
III Allows learning Rank III dual-element spells (provided the corresponding skills for each single-element magic of the third rank are present)
IV (bonus level, acquired only from teachers) Allows learning tri-element spells (provided the corresponding skills for each single-element magic are present)
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13 years ago
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Universal Actions
Not that it's very useful, but there are universal actions in the game that are available to everyone:
Strike 4 Action Points, damage 8-12 (physical), critical: 15 (physical) – an attack that is available to characters without weapons. But it's better not to use it if possible.
First Aid – applied once after a battle, restores 20 health points.
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13 years ago
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Updates

We've been playing for quite some time now, and a few ideas have come to mind. So, why not?
Accordingly, some things will be changed, and some things will be given out.
1) Players who have left at least one message in the last three days will receive 300 experience points. Just like that.
2) You can learn skills on your own, without reaching level 10. Finding teachers may be a little more difficult than I'd like, and I won't force them on you, so the system didn't quite work out. So, upon reaching the third/fifth/seventh, etc. levels, you can learn a skill or ability related to that skill yourself. You can come up with skills or abilities yourself (with the approval of the game master) or tell the game master (that is, me) your approximate preferences, and I will suggest a few options.
3) The combat system will undergo changes. Damage will be increased (approximately doubled), as small damage values lead to unrealistically long battles (where have you seen two unarmored swordsmen hitting each other for half an hour?). The action point (AP) requirements for various weapons will be approximately equalized and, on average, reduced (also to speed up battles). Instead, the AP penalties for initiative will be increased. The reason is simple: heavier weapons currently have a higher AP cost and give a greater initiative penalty. Essentially, this is the same thing, so it makes more sense to reduce it to one property. Now, no matter how heavy the weapon the opponents have, even if it's two Orcs with clubs, they won't spend a lot of AP on an attack. If the opponents have different weight categories, then the AP penalties will come into play.
4) I will revise a couple of class skills. This especially applies to the regeneration of Goblin Mutants and the stealth of Yoru Assassins. However, in the first case, everything will be fine now: with increased damage and faster dynamics, this class skill is no longer as overpowered as it used to be. Besides, it has a weakness: opponents with high damage or a large number of enemies. The second one is not good in principle; it needs to be completely changed. Now, instead of completely avoiding damage, it will absorb part of the damage from each hit, thus making it approximately equivalent to regeneration. There is a plus and a couple of minuses. Plus: it is also effective against many opponents. Minus: regeneration works even if the opponent is not hitting you, unlike stealth. The second minus: you need to spend a turn (partially compensated by the cloak that Raizor Bloodfury has).
That's about it.
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12 years ago
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Please note the changes in the combat and skills system!

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National skills are ready and have been uploaded! Except for the sea elves, which will be added later.
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12 years ago
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Religions

There are many religions on Nero, but perhaps it is worth mentioning these in particular:

Monotheism of the Wanderers

The earliest form of monotheism on Nero; the wanderers were its very first sources. They say this was back when the people of the wanderers were not yet roving nomads adopting the culture and language of the peoples whose lands they inhabited. Although a question arises: did such a time even exist, or is it simply some kind of legend? In any case, this religion has practically died out now and is practiced by only a few residents of Nero, all of whom are, of course, wanderers. But before its death, this faith managed to spawn several other monotheistic religions that serve as same-kind successors.
Blessing: increases the blessed person's will and concentration.
Curse: decreases will and concentration.
Monotheism of the Polo

The prevailing religion among the polo in the Kro Empire. It is supported personally by the emperor, who is the head of the church. The Empire builds temples and actively engages in missionary work, including outside the Empire: primarily in its colonies.
Blessing: the blessed character will most likely find money very soon.
Curse: the cursed character will certainly lose something.
Monotheism of the Sylvs

It shares many similar traits with the monotheism of the polo, not only in its laws and religious scriptures, but even in its rites. Almost every sylv is a believer; exceptions are rare. The highest body of church authority is traditionally the council of bishops and heads of orders. Although in recent decades, many events have occurred in Tervert that shake this rule one way or another. And amendments continue to be made to it to this day...
Blessing: once a day allows the character to be resurrected after death with 25% hp.
Curse: the character is struck by a severe illness. Most likely, this will not immediately render them incapacitated, but in the long run, the consequences may be unpleasant.
Monotheism of the Creats

It does not prevail among the creats, but it is encountered quite often. It is interesting for its almost complete lack of rites, a rather loose interpretation of scriptures by individual church members, and a practically total absence of church authority: various clerics consult with each other and influence one another, but overall, each episcopate pursues its own policy, if it pursues any at all. There is simply no unifying body of authority in this church.
Blessing: increases intelligence (does not allow learning an additional skill, but improves work with technologies) and accuracy.
Curse: decreases intelligence with possible loss of skills or abilities.
Therofon


One of the most common deities among the daskaloses, Therofon controls the flows of energy throughout Nero and even beyond. In times past, the daskaloses often witnessed special purple storms—materialized flows of energy that Therofon sent to Nero to terrify those who do not revere him.
Therofon is the supreme deity, and many other daskalose deities worship him, recognizing his power. Though not all.
Blessing: adds additional distortion element damage to the blessed person's attacks.
Curse: the character immediately receives distortion element damage after being cursed.

Nuu


Nuu is the patroness of all the wise and of wisdom; she is highly revered by the daskaloses. According to daskalose beliefs, Therofon himself (a very hot-tempered deity, among other things) wanted to become her husband, but Nuu decided that he was not worthy of her. An enraged Therofon sent Nuu to a dungeon and tortured her with lightning for five hundred years, but Nuu remained steadfast in her choice. Eventually, Therofon could not take it anymore and released her, but he grieved bitterly that his will had proven weaker and that he was therefore unworthy of the title of greatest among the assembly of deities. But Nuu, unexpectedly, comforted him: "Today you have only confirmed your greatness by recognizing the greatness of another. You showed immense will when you realized the hopelessness and meaninglessness of your previous willful decision." After all this, Nuu married Therofon, once again showing her wisdom with this act, which required great endurance and complete same-kind forgiveness—the lack of which could have clouded the mind of anyone in Nuu's place.
Blessing: increases intelligence and grants free knowledge of the "wisdom" ability if it has not yet been learned.
Curse: decreases intelligence with possible loss of skills or abilities.

Dana


Among the daskaloses, Dana is the creator of all magic on Nero, and the great teacher Daskalos himself was one of her first and best students. They say that Dana gave Daskalos and others the opportunity to ask for her help at any moment to change the world for the better. But then, understanding the needs of her students, Dana gave them the ability to change space themselves—that is, what is now called magic. They, in turn, spread this gift throughout Nero.
Most daskaloses believe in Dana, but not all recognize her role as exactly such. However, the aforementioned interpretation is very common.
Blessing: the blessed character begins battle with a full mana pool.
Curse: mana restores significantly slower.

Fartlos


One of the few daskalose deities who is the sworn enemy of Therofon. Fartlos corresponds to stillness and cold: he always tried to stop Therofon's energy flows, to force them to halt. But Therofon is movement, and even Fartlos's stillness only accelerates his energy, allowing it to move faster by removing obstacles in its path. To somehow stop Therofon, Fartlos resorted to trickery: he froze his wife Nuu. Now the intensified flows of Therofon's energy could kill her, and subsequently drive Therofon himself to the grave. However, the assembly of deities freed Nuu and defeated Fartlos. He was exiled far to the North and is rumored to dwell there still. And yet he finds many followers among the daskaloses, who believe that one day Fartlos will return and bring with him the end of the world in eternal peace.
Blessing: the character has a chance to reflect a magical attack back at the enemy.
Curse: magical attacks have a chance to hit the cursed caster.

Ferlita


An ancient deity of fertility and life among the sylvs. Like many sylv deities, she is practically forgotten, and now only a few can say who she is and what she is famous for, let alone be her follower.
Blessing: increases viability.
Curse: decreases viability.

Ore


Ore is in a similar situation to Ferlita; he has been almost forgotten. Ore is the deity of the forest. Moreover, according to ancient sylv legends, he is the forest itself. Not the trees, but the spirit that connects all living beings in the forest, including humanoids, binding them with unbreakable ties.
Blessing: the character gains a special connection with trees and animals. He feels them better; furthermore, he can bind his life to one of them: nothing will harm the character, no matter how much they are attacked, but if you attack the tree/animal—the character may die along with it.
Curse: the character temporarily acquires the soul of a beast while the curse is active.

Mrak


The prevailing deity among the yoru, Mrak is the patron of darkness, of everything hidden and unknown, shrouded in mystery. His followers are hard to detect when they do not wish it, and even harder to defeat.
Blessing: once a day, the character can use dark invisibility. The character is as if covered by darkness and becomes very difficult to notice (completely impossible during nighttime or in a dark room). Effectively, the character casts the corresponding spell of two-element darkness magic, even without having any skill for it.
Curse: a seed of darkness enters the character's soul and they slowly change for the worse: all their good qualities become the basis for bad ones, and bad qualities are further emphasized.

Lis


Among the yoru, Lis is the patron of cunning and the cunning; his followers can find a way out even from the most hopeless situation and come through unscathed. Now, those who serve Lis are fewer and fewer; Mrak is gradually becoming the sole deity of the yoru among the many that existed before. But still, those serving Lis can hardly complain about their fate: complaints are not for them; they prefer planning and action.
Blessing: the character begins to sense a trap or trick in any place where they await him. He himself becomes more cunning.
Curse: the character acquires terrible paranoia, an obsession that prevents him from thinking and adequately assessing the surrounding environment. Effectively, he temporarily goes insane.

Batoru


The deity of war among the yoru; many samurai warriors used to worship him, and even now Batoru has lost little in popularity. Batoru is depicted as a four-armed warrior; he helps any warriors, whether they be swordsmen, archers, or anyone else. Batoru is the art of war itself, and everything about war is known to him, as is the honor of a warrior.
Blessing: increases power and accuracy.
Curse: the character gains a chance to completely fail any attack.

Atheism


The denial of the relevance of any religion and the existence of any supernatural forces. Hardly needs a detailed description.
Blessing: the character gains immunity to curses.
Curse: vitality and concentration are reduced.
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12 years ago
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The latest game faction, the Khaleedars, has been added.
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12 years ago
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If everything is okay, the start will be tomorrow!

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