Eishund (Empathic Bond)

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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 [[Intelligence]] 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. 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 [[Intelligence]] 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.
-==Specialty Bonuses==+==Skill Bonuses==
-Specialty access and bonus specialties increase with bond strength.+ 
-===Tier 1===+'''Extreme'''
-Initially on bonding:+*[[Ice Affinity]]
*[[Arctic Fieldcraft]] *[[Arctic Fieldcraft]]
-*[[Ice Affinity]] 
-NB: Spec I access to [[Regeneration]] is available immediately on bonding. 
-===Tier 2===+'''High'''
-Also at bonding:+
*[[Cold Tolerance]] *[[Cold Tolerance]]
*[[Hardiness]] *[[Hardiness]]
- 
-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. 
- 
-===Tier 3=== 
-Also at bonding: 
*[[Tenacity]] *[[Tenacity]]
-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.+*[[Courage]]
- +*[[Killer Instinct]]
-===Tier 4===+
-* [[Courage]]+
-* [[Killer Instinct]]+
- +
-===Tier 5===+
-Towards the end of 'very frail' bond strength:+
-* [[Combat Reflexes]]+
-* [[Stamina]]+
-* [[Tactics]]+
- +
-===Tier 6===+
-During 'somewhat frail':+
-* [[Intimidation]]+
-* [[Recuperation]]+
- +
-===Tier 7===+
-At the middle of 'somewhat frail':+
-* [[Find Weakness]]+
-* [[Lack of Weakness]]+
-* [[Legend Lore]]+
-* [[Pain Tolerance]]+
-* [[Spirit Lore]]+
-* [[Tracking]]+
- +
-===Tier 8===+
-At 'fairly healthy':+
-* [[Elude Pursuit]]+
-* [[Exoma Fieldcraft]]+
-* [[Leadership]]+
-* [[Somatesthesia]]+
-* [[Subordination]]+
- +
-At 'very healthy' bond strength, the first tier specialty bonuses ([[Arctic Fieldcraft]] and [[Ice Affinity]]) are increased to 2.+
- +
-===Tier 9===+
-At the middle of 'very healthy':+
-* [[Massive Exertion]]+
-* [[Massive Blow]]+
-* [[Mountaineering]]+
-* [[Resilience]]+
-* [[Quickness]]+
-* [[Steadiness]]+
- +
-Additionally at this point, the second tier bonus specialties ([[Cold Tolerance]] and [[Hardiness]]) are increased to 2.+
- +
-Later in 'very healthy', the third tier bonus specialty ([[Tenacity]]) is increased to 2.+
- +
-===Tier 10===+
-At the middle of 'robust':+
-* [[Awareness]]+
-* [[Breath Control]]+
-* [[Dodge]]+
- +
-At 'resilient' bond strength, the Tier 4 bonus specialties ([[Courage]] and [[Killer Instinct]]) are increased to 2.+
- +
-At the middle of 'resilient', the Tier 5 bonus specialties ([[Combat Reflexes]], [[Stamina]], and [[Tactics]]) are increased to 2.+
- +
-===Tier 11===+
-Somewhat into 'deep' bond strength:+
-* [[Blindfighting]]+
-* [[Centering]]+
-* [[Channeling]]+
-* [[Discipline]]+
- +
-Later in 'deep', the Tier 1 bonus specialties ([[Arctic Fieldcraft]] and [[Ice Affinity]]) are increased to 3.+
-Later in 'deep', the Tier 6 bonus specialties ([[Intimidation]] and [[Recuperation]]) are increased to 2.+'''Medium'''
 +*[[Combat Reflexes]]
 +*[[Tactics]]
 +*[[Stamina]]
 +*[[Intimidation]]
 +*[[Recuperation]]
 +*[[Find Weakness]]
 +*[[Lack of Weakness]]
 +*[[Legend Lore]]
 +*[[Pain Tolerance]]
 +*[[Spirit Lore]]
 +*[[Tracking]]
 +*[[Bludgeon]]
 +*[[Elude Pursuit]]
 +*[[Exoma Fieldcraft]]
 +*[[Hammer]]
 +*[[Leadership]]
 +*[[Somatesthesia]]
 +*[[Subordination]]
-===Tier 12===+'''Low'''
-At the middle of 'very deep' bond strength, tier 7 bonus specialties ([[Find Weakness]], [[Lack of Weakness]], [[Legend Lore]], [[Pain Tolerance]], [[Spirit Lore]], and [[Tracking]]) are increased to 2.+*[[Massive Blow]]
 +*[[Massive Exertion]]
 +*[[Mountaineering]]
 +*[[Quickness]]
 +*[[Resilience]]
 +*[[Steadiness]]
 +*[[Awareness]]
 +*[[Breath Control]]
 +*[[Dodge]]
 +*[[Stealth]]
 +*[[Blindfighting]]
 +*[[Centering]]
 +*[[Channeling]]
 +*[[Discipline]]
 +*[[Glaciaturgy]]
 +*[[Meditation]]
 +*[[Norska]]
 +*[[Regeneration]]
==Charms== ==Charms==

Revision as of 00:50, 28 October 2015

Contents

Bond Test

You imagine what it would be like to have a deep bond with the white dog,
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

The white dog seems to consider you for a brief moment, but then bares its
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, tenacity, 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

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 constitution (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 Intelligence 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 Bonuses

Extreme

High

Medium

Low

Charms

Initially the eishund grants the following charms:

Shortly after:

Late 'Very Frail':

At 'fairly healthy':

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

At 'resilient':

At 'deep':

Traits

Misc

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