Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 32 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 50 (base 50) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 36 (base 36) |
| Willpower | 12 (base 12) |
| Cunning | 12 (base 10) |
Resources
| Life | 765/765 |
| Mana | 84/84 |
| Stamina | 198/198 |
| Healing Factor | 1.5 |
| Regeneration | 7.875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 44 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.2 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.65 (92.952380952381%) |
| Defense | 22.85 |
| Ranged Defense | 28.85 |
| Fatigue | 30 |
| Physical Save | 42.518507733379 |
| Spell Save | 29.901782525101 |
| Mental Save | 27.928108050172 |
Defense: Resistances
| All | + 26%(100%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Stoning Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 5% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/6)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 31.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 110.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Golem / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Effects
| talent | Reflective Skin |
| talent | Premonition |
| talent | Chant of Fortitude |
Quests
Equipment
| Socketed Gems | emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
| Socketed Gems | emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
| In off hand | Bethodheda the Deepspain (12 def, 3 armour, 198 block) =Fezzik= Bethodheda the Deepspain (12 def, 3 armour, 198 block) =Fezzik=Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +18% cold Changes resistances penetration: +10% darkness Talent granted: +5 Block Handheld deflection devices. |
| Main armor | Filthqueen the stralite mail armour (13 def, 18 armour) =Fezzik= Filthqueen the stralite mail armour (13 def, 18 armour) =Fezzik=Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +18 Defense: +13 Fatigue: +16% Changes stats: +2 Cun Changes resistances: +6% blight / +3% nature / +5% all Changes resistances penetration: +10% nature Changes damage: +3% blight Mental save: +22 A suit of armour made of mail. |
| In main hand | Armalathabar the voratun waraxe (38.5-53.9 power, 6 apr) =Fezzik= Armalathabar the voratun waraxe (38.5-53.9 power, 6 apr) =Fezzik=Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +13 fire When wielded/worn: Changes resistances penetration: +5% fire Physical save: +20 Stun/Freeze immunity: +20% Knockback immunity: +5% Only die when reaching: -60.00 life Global speed: +3% One-handed war axes. This item has been sent to the Item's Vault. |
Inventory
copper ring of frost (+22%) =cold= copper ring of frost (+22%) =cold=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
rogue's gold ring of frost (+26%) =cold= rogue's gold ring of frost (+26%) =cold=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
Sword of Potential Futures (28-39.2 power, 10 apr) =twin blade= Sword of Potential Futures (28-39.2 power, 10 apr) =twin blade=Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Spellpower: +5 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Hare-Skin Sling =vault= Hare-Skin Sling =vault=Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. This item has been sent to the Item's Vault. |
Hare-Skin Sling =vault= Hare-Skin Sling =vault=Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. This item has been sent to the Item's Vault. |
Crystal Shard (16-19.2 power, 4 apr, physical element) =nifty= Crystal Shard (16-19.2 power, 4 apr, physical element) =nifty=Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) =arcane= Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) =arcane=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
potent elven-wood magestaff of channeling (31-37.2 power, 5 apr, cold element) =cold= potent elven-wood magestaff of channeling (31-37.2 power, 5 apr, cold element) =cold=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% cold Talent granted: +1 Command Staff Mana each turn: +0.19 Spellpower: +25 Spell crit. chance: +4% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Hydra's Bite (56-61.6 power, 7 apr) =vault= Hydra's Bite (56-61.6 power, 7 apr) =vault=Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =doctor= Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =doctor=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +3 Defense: +9 Damage when hit (Melee): 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 25 power out of 25/25) : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 2 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's cashmere robe (2 def, 0 armour) =sleep= dreamer's cashmere robe (2 def, 0 armour) =sleep=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +16% mind / +15% darkness Physical save: +12 Spell save: +12 Mental save: +20 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Torchwend the pair of dwarven-steel boots (14 def, 4 armour) =Vizzini Training= Torchwend the pair of dwarven-steel boots (14 def, 4 armour) =Vizzini Training=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 Physical crit. chance: +1.0% Armour: +4 Defense: +14 Fatigue: +3% Changes damage: +3% fire Critical mult.: +6.00% Maximum stamina: +5.00 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 17% chance to completely evade them and granting you 6 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) =silence= undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) =silence=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +20% Confusion immunity: +28% Stun/Freeze immunity: +32% Stamina each turn: +0.70 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eliwe (0 def, 2 armour) =Vizzini Training= Eliwe (0 def, 2 armour) =Vizzini Training=Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour: +2 Changes resistances penetration: +5% arcane Changes damage: +6% arcane Physical save: +7 Mental save: +7 Maximum mana: +40.00 Spellpower: +2 Damage Shield penetration: +30% Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's iron gauntlets of dispersion (0 def, 1 armour) =Vizzini Training= alchemist's iron gauntlets of dispersion (0 def, 1 armour) =Vizzini Training=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 4 fire / 3 cold / 5 arcane / 4 lightning Changes stats: +6 Mag / +6 Wil Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of dispersion (0 def, 2 armour) =arcane= spellstreaming dwarven-steel gauntlets of dispersion (0 def, 2 armour) =arcane=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 arcane Changes stats: +3 Mag / +5 Wil Changes resistances: +5% arcane Mana each turn: +0.11 Spellpower: +6 Spell crit. chance: +5% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Hat of Arcane Understanding (2 def, 0 armour) =arcane= Hat of Arcane Understanding (2 def, 0 armour) =arcane=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Yvutira the cashmere wizard hat (2 def, 0 armour) =cold= Yvutira the cashmere wizard hat (2 def, 0 armour) =cold=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 4 blight Changes stats: +4 Wil Changes resistances: +7% fire / +27% cold Changes resistances penetration: +5% blight Changes damage: +3% blight / +13% cold Critical mult.: +10.00% Physical save: +9 Maximum vim: +20.00 A pointy cloth hat, very wizardly... |
dragonslayer's hardened leather cap of the depths (0 def, 3 armour) =underwater= dragonslayer's hardened leather cap of the depths (0 def, 3 armour) =underwater=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% acid / +7% fire / +8% lightning / +7% cold Allows you to breathe in: water A cap made of leather. |
dwarven-steel mail armour of the deep (3 def, 11 armour) =underwater= dwarven-steel mail armour of the deep (3 def, 11 armour) =underwater=Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 Fatigue: +16% Changes resistances: +8% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
Blackbolt (4 def, 11 armour) =underwater= Blackbolt (4 def, 11 armour) =underwater=Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +4 Fatigue: +8% Damage when hit (Melee): 4 blight Changes resistances: +9% acid / +9% cold / +9% darkness Changes resistances penetration: +10% blight Changes damage: +3% blight Allows you to breathe in: water A suit of armour made of leather. |
dwarven-steel pickaxe 'Betotha' (dig speed 24 turns) =tool= dwarven-steel pickaxe 'Betotha' (dig speed 24 turns) =tool=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 Changes stats: +4 Cun / +2 Str Changes damage: +6% acid Mindpower: +2 Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Frozen Shards (25/25, 32-38.4 power, 15 apr) =vault= Frozen Shards (25/25, 32-38.4 power, 15 apr) =vault=Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
stralite torque of mindblast [power 253] (6 cooldown) =attack= stralite torque of mindblast [power 253] (6 cooldown) =attack=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a beam (dam 126-253), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Saving done.
Saving game...
Saving done.
Character control switched to Fezzik (servant of Vizzini).
You give blighted elven-wood magestaff of blasting (25-30 power, 5 apr, cold element) to Vizzini.
You give surging yew starstaff (20-24 power, 4 apr, light element) to Vizzini.
Error while transfering Emblem of Evasion =vault= to the online item's vault, please retry later.
Saving done.
Character control switched to Vizzini.
Character control switched to Fezzik (servant of Vizzini).
Saving game...
You transfer Hare-Skin Sling =vault= from the online item's vault.
Saving done.
Character control switched to Vizzini.
Character control switched to Fezzik (servant of Vizzini).
Saving game...
You transfer Hare-Skin Sling =vault= from the online item's vault.
Saving done.
You transfer Rogue Plight (6 def, 7 armour) =vault= to the online item's vault.
Saving done.
Character control switched to Vizzini.
Character control switched to Fezzik (servant of Vizzini).
Saving game...
Saving done.
You transfer Emblem of Evasion =vault= to the online item's vault.
Saving done.
