Eishund (Empathic Bond)

From LSWiki

(Difference between revisions)
Jump to: navigation, search
Revision as of 01:01, 17 January 2013 (edit)
Kaballah (Talk | contribs)
(Known Abilities - ice damage from the leg spikes)
← Previous diff
Current revision (13:54, 29 October 2023) (edit)
Akkad (Talk | contribs)
(Charms)
 
Line 1: Line 1:
-= Bond Test =+== Bonding Requirements ==
- You imagine what it would be like to have a deep bond with the white dog,+Judging from the bond test/failure info, probably some combination of ice affinity, cold tolerance, arctic fieldcraft, killer instinct, tenacity, intimidation, and/or tactics. UPDATE: Managed to get it with just cold tolerance and arctic fieldcraft, pretty high though, other skills probably help. UPDATED UPDATE!: It appears that 88 [[cold tolerance]] and 93 [[arctic fieldcraft]], is the requirement for having a eishund bonded. Note that the more difficult part of bonding an eishund is extracting it from the Exoma without becoming separated, as the animal is quite heavy and not easily picked up; and it will not follow the consort through Exoma exits. Also, since it requires air to breathe, it will flee from the current Exoma room if no air is present, which is frequently the case.
- and you feel a distinct echo from within it.+
- You experience feelings of predation, cunning, and ruthlessness.+
- You experience visions of a glacier.+
-= Bond Failure =+== Known Abilities==
- The white dog seems to consider you for a brief moment, but then bares its+The [[eishund]] is a powerful extraplanar canine animal native to the elemental plane of Ice; it can also be found in the [[Exoma]]. It is a large, powerful physical combatant with its teeth and the [[cryomer]] spikes mounted on its forelegs. The leg spikes do ice damage masked as piercing. It has a carnivorous diet and can see in the dark. It requires air to breathe and cannot fly.
- teeth and you sense that the white dog feels you lack the ability to endure+
- wintery weather and hunt the taiga and tundra landscapes with its pack.+
-= Bonding Requirements = 
-Judging from the bond test/failure info, probably some combination of ice affinity, cold tolerance, arctic fieldcraft, killer instinct, intimidation, and/or tactics. Note that the more difficult part of bonding an eishund is extracting it from the Exoma without becoming separated, as the animal is quite heavy and not easily picked up; and it will not follow the consort through Exoma exits. Also, since it requires air to breathe, it will flee from the current Exoma room if no air is present, which is frequently the case. 
- 
-= Known Abilities = 
-The [[eishund]] is a powerful extraplanar canine animal native to the elemental plane of Ice; it can also be found in the [[Exoma]]. It is a large, powerful physical combatant with its teeth and the [[cryomer]] spikes mounted on its forelegs. The leg spikes do ice damage masked as piercing. It has a carnivorous diet and can see in the dark. It requires air to breathe and cannot fly. 
== Contact Damage == == Contact Damage ==
You pet Griff with your right claw. You pet Griff with your right claw.
Line 24: Line 14:
==Attribute Modifications== ==Attribute Modifications==
-The eishund familiar grants its consort a large bonus to [[constitution]] (100% of bond strength) and a large bonus to [[perception]].+The eishund familiar grants its consort a large bonus to [[Vitality]] (100% of bond strength) and a large bonus to [[Perception]].
-==Specialty Bonuses==+==Combat Bonuses==
-Specialty access and bonus specialties increase with bond strength.+The eishund's consort gains a bonus to attack and damage ratings based on [[Tactics]] and [[Courage]] skills; and a bonus to defense ratings (dodge and deflection) based on [[Lack of Weakness]] skill. Also, the [[Intellect]] statistic is a much larger factor in all types of combat ratings. Your familiar must be present in your current environment to receive these bonuses.
-===Tier 1===+
-Initially on bonding:+
-*[[Arctic Fieldcraft]]+
-*[[Ice Affinity]]+
-NB: Spec I access to [[Regeneration]] is available immediately on bonding.+
-===Tier 2===+==Skill Effects==
-Also at bonding:+{|border="1" cellpadding="10" cellspacing="2" text-align="center"
-*[[Cold Tolerance]]+|-
-*[[Hardiness]]+! scope="col" style="text-align="center";" | Skill
- +! scope="col" style="text-align="center";" | Access
-NB: although these specialties are granted at first bonding, they are not incremented as quickly as the Tier 1 skills, so they are listed separately here.+! scope="col" style="text-align="center";" | Bonus
- +|-
-===Tier 3===+| style="text-align: center;background-color: #33EE33;" | [[Arctic Fieldcraft]]
-Very shortly after:+| style="text-align: center;background-color: #33EE33;" | 16
-*[[Tenacity]]+| style="text-align: center;background-color: #33EE33;" | 75 + 10% base
-NB: although this specialty is granted at first bonding, it is not incremented as quickly as the Tier 1 or 2 skills, so it is listed separately here.+|-
- +| style="text-align: center;background-color: #33EE33;" | [[Ice Affinity]]
-===Tier 4===+| style="text-align: center;background-color: #33EE33;" | 16
-* [[Courage]]+| style="text-align: center;background-color: #33EE33;" | 75 + 10% base
-* [[Killer Instinct]]+|-
- +| style="text-align: center;background-color: #00AA00;" | [[Cold Tolerance]]
-===Tier 5===+| style="text-align: center;background-color: #00AA00;" | 15
-Towards the end of 'very frail' bond strength:+| style="text-align: center;background-color: #00AA00;" | 75
-* [[Combat Reflexes]]+|-
-* [[Stamina]]+| style="text-align: center;background-color: #00AA00;" | [[Hardiness]]
-* [[Tactics]]+| style="text-align: center;background-color: #00AA00;" | 15
- +| style="text-align: center;background-color: #00AA00;" | 75
-===Tier 6===+|-
-During 'somewhat frail':+| style="text-align: center;background-color: #00AA00;" | [[Tenacity]]
-* [[Intimidation]]+| style="text-align: center;background-color: #00AA00;" | 14
-* [[Recuperation]]+| style="text-align: center;background-color: #00AA00;" | 70
- +|-
-===Tier 7===+| style="text-align: center;background-color: #00AA00;" | [[Courage]]
-At the middle of 'somewhat frail':+| style="text-align: center;background-color: #00AA00;" | 12
-* [[Find Weakness]]+| style="text-align: center;background-color: #00AA00;" | 60
-* [[Lack of Weakness]]+|-
-* [[Legend Lore]]+| style="text-align: center;background-color: #00AA00;" | [[Killer Instinct]]
-* [[Pain Tolerance]]+| style="text-align: center;background-color: #00AA00;" | 12
-* [[Spirit Lore]]+| style="text-align: center;background-color: #00AA00;" | 60
-* [[Tracking]]+|-
- +| style="text-align: center;background-color: #00AA00;" | [[Combat Reflexes]]
-===Tier 8===+| style="text-align: center;background-color: #00AA00;" | 11
-At 'fairly healthy':+| style="text-align: center;background-color: #00AA00;" | 55
-* [[Bludgeon]]+|-
-* [[Elude Pursuit]]+| style="text-align: center;background-color: #00AA00;" | [[Stamina]]
-* [[Exoma Fieldcraft]]+| style="text-align: center;background-color: #00AA00;" | 11
-* [[Hammer]]+| style="text-align: center;background-color: #00AA00;" | 55
-* [[Leadership]]+|-
-* [[Somatesthesia]]+| style="text-align: center;background-color: #00AA00;" | [[Tactics]]
-* [[Subordination]]+| style="text-align: center;background-color: #00AA00;" | 11
- +| style="text-align: center;background-color: #00AA00;" | 55
-At 'very healthy' bond strength, the first tier specialty bonuses ([[Arctic Fieldcraft]] and [[Ice Affinity]]) are increased to 2.+|-
- +| style="text-align: center;background-color: #BBEEBB;" | [[Intimidation]]
-===Tier 9===+| style="text-align: center;background-color: #BBEEBB;" | 10
-At the middle of 'very healthy':+| style="text-align: center;background-color: #BBEEBB;" | 50
-* [[Massive Exertion]]+|-
-* [[Massive Blow]]+| style="text-align: center;background-color: #BBEEBB;" | [[Recuperation]]
-* [[Mountaineering]]+| style="text-align: center;background-color: #BBEEBB;" | 10
-* [[Resilience]]+| style="text-align: center;background-color: #BBEEBB;" | 50
-* [[Quickness]]+|-
-* [[Steadiness]]+| style="text-align: center;background-color: #BBEEBB;" | [[Find Weakness]]
- +| style="text-align: center;background-color: #BBEEBB;" | 9
-Additionally at this point, the second tier bonus specialties ([[Cold Tolerance]] and [[Hardiness]]) are increased to 2.+| style="text-align: center;background-color: #BBEEBB;" | 45
- +|-
-Later in 'very healthy', the third tier bonus specialty ([[Tenacity]]) is increased to 2.+| style="text-align: center;background-color: #BBEEBB;" | [[Lack of Weakness]]
- +| style="text-align: center;background-color: #BBEEBB;" | 9
-===Tier 10===+| style="text-align: center;background-color: #BBEEBB;" | 45
-At the middle of 'robust':+|-
-* [[Awareness]]+| style="text-align: center;background-color: #BBEEBB;" | [[Legend Lore]]
-* [[Breath Control]]+| style="text-align: center;background-color: #BBEEBB;" | 9
-* [[Dodge]]+| style="text-align: center;background-color: #BBEEBB;" | 45
-* [[Stealth]]+|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Pain Tolerance]]
 +| style="text-align: center;background-color: #BBEEBB;" | 9
 +| style="text-align: center;background-color: #BBEEBB;" | 45
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Spirit Lore]]
 +| style="text-align: center;background-color: #BBEEBB;" | 9
 +| style="text-align: center;background-color: #BBEEBB;" | 45
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Tracking]]
 +| style="text-align: center;background-color: #BBEEBB;" | 9
 +| style="text-align: center;background-color: #BBEEBB;" | 45
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Bludgeon]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Elude Pursuit]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Exoma Fieldcraft]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Hammer]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Leadership]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Somatesthesia]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Subordination]]
 +| style="text-align: center;background-color: #BBEEBB;" | 8
 +| style="text-align: center;background-color: #BBEEBB;" | 40
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Massive Blow]]
 +| style="text-align: center;background-color: #BBEEBB;" | 7
 +| style="text-align: center;background-color: #BBEEBB;" | 35
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Massive Exertion]]
 +| style="text-align: center;background-color: #BBEEBB;" | 7
 +| style="text-align: center;background-color: #BBEEBB;" | 35
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Mountaineering]]
 +| style="text-align: center;background-color: #BBEEBB;" | 7
 +| style="text-align: center;background-color: #BBEEBB;" | 35
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Quickness]]
 +| style="text-align: center;background-color: #BBEEBB;" | 7
 +| style="text-align: center;background-color: #BBEEBB;" | 35
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Resilience]]
 +| style="text-align: center;background-color: #BBEEBB;" | 7
 +| style="text-align: center;background-color: #BBEEBB;" | 35
 +|-
 +| style="text-align: center;background-color: #BBEEBB;" | [[Steadiness]]
 +| style="text-align: center;background-color: #BBEEBB;" | 7
 +| style="text-align: center;background-color: #BBEEBB;" | 35
 +|-
 +| style="text-align: center;background-color: orange;" | [[Awareness]]
 +| style="text-align: center;background-color: orange;" | 6
 +| style="text-align: center;background-color: orange;" | 30
 +|-
 +| style="text-align: center;background-color: orange;" | [[Breath Control]]
 +| style="text-align: center;background-color: orange;" | 6
 +| style="text-align: center;background-color: orange;" | 30
 +|-
 +| style="text-align: center;background-color: orange;" | [[Dodge]]
 +| style="text-align: center;background-color: orange;" | 6
 +| style="text-align: center;background-color: orange;" | 30
 +|-
 +| style="text-align: center;background-color: orange;" | [[Stealth]]
 +| style="text-align: center;background-color: orange;" | 6
 +| style="text-align: center;background-color: orange;" | 30
 +|-
 +| style="text-align: center;background-color: orange;" | [[Blindfighting]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 25
 +|-
 +| style="text-align: center;background-color: orange;" | [[Centering]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 25
 +|-
 +| style="text-align: center;background-color: orange;" | [[Channeling]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 25
 +|-
 +| style="text-align: center;background-color: orange;" | [[Discipline]]
 +| style="text-align: center;background-color: orange;" | 5
 +| style="text-align: center;background-color: orange;" | 25
 +|-
 +| style="text-align: center;background-color: orange;" | [[Glaciaturgy]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 20
 +|-
 +| style="text-align: center;background-color: orange;" | [[Meditation]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 20
 +|-
 +| style="text-align: center;background-color: orange;" | [[Norska]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 20
 +|-
 +| style="text-align: center;background-color: orange;" | [[Regeneration]]
 +| style="text-align: center;background-color: orange;" | 4
 +| style="text-align: center;background-color: orange;" | 20
 +|}
==Charms== ==Charms==
Line 112: Line 209:
*[[Send (Empathic Bonds)|Send Familar]] *[[Send (Empathic Bonds)|Send Familar]]
-At 'somewhat frail' bond strength:+Late 'Very Frail':
*[[Kinsee (Empathic Bonds)|Kinsee]] *[[Kinsee (Empathic Bonds)|Kinsee]]
-At 'fairly healthy':+At 'Somewhat Frail':
-* [[Rime (Empathic Bonds)|Rime]], the ability to surround yourself with an icy shroud.+
- +
-At 'resilient':+
*[[Conjoin (Empathic Bonds)|Conjoin]] *[[Conjoin (Empathic Bonds)|Conjoin]]
-==Traits==+Late in 'fairly healthy':
 +* [[Rime (Empathic Bonds)|Rime]], the ability to surround yourself with an icy shroud.
-==Misc==+At 'deep':
 +*[[Change Form(Empathic Bonds)|Change Form]]
[[Category: Empathic Bond Familiars]] [[Category: Empathic Bond Familiars]]
[[Category: Zetesai Familiars]] [[Category: Zetesai Familiars]]
[[Category: Canine Familiars]] [[Category: Canine Familiars]]

Current revision

Contents

Bonding Requirements

Judging from the bond test/failure info, probably some combination of ice affinity, cold tolerance, arctic fieldcraft, killer instinct, tenacity, intimidation, and/or tactics. UPDATE: Managed to get it with just cold tolerance and arctic fieldcraft, pretty high though, other skills probably help. UPDATED UPDATE!: It appears that 88 cold tolerance and 93 arctic fieldcraft, is the requirement for having a eishund bonded. Note that the more difficult part of bonding an eishund is extracting it from the Exoma without becoming separated, as the animal is quite heavy and not easily picked up; and it will not follow the consort through Exoma exits. Also, since it requires air to breathe, it will flee from the current Exoma room if no air is present, which is frequently the case.

Known Abilities

The eishund is a powerful extraplanar canine animal native to the elemental plane of Ice; it can also be found in the Exoma. It is a large, powerful physical combatant with its teeth and the cryomer spikes mounted on its forelegs. The leg spikes do ice damage masked as piercing. It has a carnivorous diet and can see in the dark. It requires air to breathe and cannot fly.

Contact Damage

You pet Griff with your right claw.
You feel yourself slowing down from the effects of ice.
Your right claw is chilled somewhat by contact with Griff's white fur,
though you resist the attack slightly.

This effect is applied in combat when opponents hit the eishund, and will damage the limb used to perform the attack.

Attribute Modifications

The eishund familiar grants its consort a large bonus to Vitality (100% of bond strength) and a large bonus to Perception.

Combat Bonuses

The eishund's consort gains a bonus to attack and damage ratings based on Tactics and Courage skills; and a bonus to defense ratings (dodge and deflection) based on Lack of Weakness skill. Also, the Intellect statistic is a much larger factor in all types of combat ratings. Your familiar must be present in your current environment to receive these bonuses.

Skill Effects

Skill Access Bonus
Arctic Fieldcraft 16 75 + 10% base
Ice Affinity 16 75 + 10% base
Cold Tolerance 15 75
Hardiness 15 75
Tenacity 14 70
Courage 12 60
Killer Instinct 12 60
Combat Reflexes 11 55
Stamina 11 55
Tactics 11 55
Intimidation 10 50
Recuperation 10 50
Find Weakness 9 45
Lack of Weakness 9 45
Legend Lore 9 45
Pain Tolerance 9 45
Spirit Lore 9 45
Tracking 9 45
Bludgeon 8 40
Elude Pursuit 8 40
Exoma Fieldcraft 8 40
Hammer 8 40
Leadership 8 40
Somatesthesia 8 40
Subordination 8 40
Massive Blow 7 35
Massive Exertion 7 35
Mountaineering 7 35
Quickness 7 35
Resilience 7 35
Steadiness 7 35
Awareness 6 30
Breath Control 6 30
Dodge 6 30
Stealth 6 30
Blindfighting 5 25
Centering 5 25
Channeling 5 25
Discipline 5 25
Glaciaturgy 4 20
Meditation 4 20
Norska 4 20
Regeneration 4 20

Charms

Initially the eishund grants the following charms:

Shortly after:

Late 'Very Frail':

At 'Somewhat Frail':

Late in 'fairly healthy':

  • Rime, the ability to surround yourself with an icy shroud.

At 'deep':

Personal tools