Heimir
Dwarf, Juggernaut, Metal
Characteristics:
Strength - 19
Agility - 8
Constitution - 21
Intelligence - 10
Wisdom - 6
Stats:
Melee Damage: +107%
Critical Hit Chance: 5%
Evasion: 0
Accuracy: 52
Action Points: 8
Hit Points: 260
Damage Absorption: 31% +20% and 12 units of physical damage
Mana: 130
Spell Effectiveness: 100%
Spirit: 12
Block Chance: 10%
Resistances:
Main Weapon:
Battle two-handed hammer. Damage 40-70. Attack Rating (AR): 8.
Secondary Weapon:
Armor: Dwarven full steel armor. Absorbs 12 units +20% physical damage. -80% to evasion, AR -3. Features: no penalty when used by dwarves.
Jewelry:
Inventory:
Throwing knife (4). Damage 10-25 (physical). AR: 4 Double critical hit chance.
Condition:
Health: 260
Mana: 100
Combat Tactics.
Heimir always relies on his physical resilience and the strength of his armor, so he is constantly in the thick of battle; he is not afraid to fight multiple opponents at once. Experience usually prevents him from taking on more than two or three, but a fit of combat frenzy can push the dwarf to attack an entire squad. In confined spaces where you cannot swing a hammer, Heimir relies on fierce pressure and a solid fist. (Although he has not been trained in hand-to-hand combat, the force of his blows compensates for this.) He really dislikes fighting mages because their spells bypass armor, so he leaves the fight against them to someone else; if there is no choice, he will prefer to throw something at the wizard first and stun him. He also fears crossbowmen, although not every crossbow is capable of piercing dwarven armor.
So, Heimir uses ranged weapons against mages, archers, and unreachable targets.
I added tactics to Quenta, as well as corrected typos and supplemented it slightly (closer to the end of the biography, about the treasure of the Empire). I put "some money" in the inventory - otherwise, I forgot about the most important thing! Quenta.
