Bo Mirdar [Immunity to bodily diseases, immunity to poison], [excellent hearing, access to detection], [protection from negative effects that reduce accuracy and evasion], +5 to perception, +5 to vigor. Persuasion - | Attributes Mind: 11.6 Body: 30 Perception: 15 Endurance: 10 Vigor: 15 Aesthetics: 10 Parameters Trainability: 3.3 Spirit: 110 Stamina: 30 Health: 300 Accuracy: 30% Evasion: 30% (35%) Defense: 10 (50) Elemental defense: 10 (45). SP: 4 AP: 4 Charisma: 10 Critical hit chance: 10% Skills Weapon Master The character can use melee weapons without penalties (no crit, -20% to accuracy). Painful Strikes The character's melee attacks inflict a random disease on the target. Leave Combat If the character is not immobilized in any way, they leave combat. Cost: 1 AP if the character's team is not the initiator of the attack, otherwise 0. | Equipment Right hand: Haladi Bo, damage: 50, accuracy: 65%, instant kill. Left hand: Head: Ornament of batkun skulls, in exchange for AP, paralyzes all opponents within 5 cells of the character. Body: Body: Nameless Armor, defense +25, elemental defense +25 Shoulders: Nameless Cloak, +5% to evasion. Hands: Bracers of Retribution, inflict bleeding on those who attack the character. Footwear: Sturdy comfortable boots, +5 to defense. Misc 1: Skull of a small sord, sord opponents must pass an endurance check or skip their turn when trying to attack the character. Misc 2: Human skulls, human opponents must pass an endurance check or skip their turn when trying to attack the character. Misc 3: Dominator's bracelet, after combat ends, subjugates the survivors (requires activity). Misc 4: Mining tools of the Go family, if used by a mirdar character with the mining skill — can dig new tunnels on the adventure map. Cannot be stored in inventory. Misc 5: Inventory --- |