Combat Training Information - Stat Training

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COMBAT TRAINING INFORMATION - STAT TRAINING!
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[Defense] 
Evasion: Agility (primary), Mentality (secondary) 
Parry : Coordination (primary), Mentality (secondary) 
Shield : Coordination (primary), Strength (secondary) 

>>Note 1: Parry cannot be used against projectiles such as bullets, magic 
bolts, or arrows. Shield can be used against projectiles but not against 
'cloud' or 'aura' type attacks such as the Icy Aura spell. Shields with 
lightning resistance provide partial or full avoidance of electrical-based 
spells.
>>Note 2: Shield defense is slightly more effective as a defense than parry, 
and parry defense is more effective than evasion. Regardless, evasion defense 
is a requirement to have a chance to defend against all forms of attack. 

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[Magic Defense] 
Resistance: Intellect (primary), Mentality (secondary) 

>>Note 1: Resistance applies to spells such as blood siphon which are not 
avoidable by conventional evasion/parry/shield defenses. 

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[Psionic Defense] 
Resistance: Mentality (primary), Intellect (secondary) 

>>Note 1: Resistance applies to powers such as Blind and Paralyze, as well as 
fear based attacks. 

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[Attack] 
Non-Fired Weapons/Unarmed: Coordination (primary), Mentality (secondary) 
All Fired Weapons : Mentality (primary), Coordination (secondary) 

>>Note 1: For non-fired weapons and unarmed, strength enhances damage 
capability and strength and coordination reduces roundtimes. 
>>Note 2: For fired weapons, perception enhances damage capability. 

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[Magic/Psionic/Spellsong Attack] 
Physical/Elemental: Coordination (primary), Perception (secondary) 
Pure Magic : Intellect 
Pure Psionic : Mentality 
Spellsong : Charisma 

>>Note 1: 'Pure' magic and psionics refer to resist-based attacks such as 
blood siphon, blind, etc. 
>>Note 2: Intellect enhances spell damage capability. Mentality enhances 
psionic damage capability. Charisma enhances spellsong effects. 

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[General] 
To Hit Body Part (THBP): Coordination (primary), Perception (secondary) 
Balance / Max Balance : Agility 
Health / Stamina : Vitality 
Encumbrance : Strength (primary), Vitality (secondary) 
Poison Resistance : Vitality 
Natural Wound Healing : Vitality 
Focus Pool/Regen : Charisma, Intellect, Mentality (equal) 
Second Weapon Roundtime: Coordination 
Engagement Times : Agility 
Multi-Opponent Penalty : Intellect (primary), Perception (secondary) 
Essence Pool : Charisma 
Meditation Effects : Charisma 
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Author: Trevor Rage - 05/09/05 10:33 p.m.
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