Posts from Divine Journey
I also didn't take that into account.
Honestly, I can't imagine how Revant manages such large amounts of calculations during battles o_O Well, never mind, may the admin god help him.

За всем следят машины благодати и любви.
Fang Pei
Celestial Empire, Monk, Water
Characteristics:
Strength - 10
Agility - 16
Constitution - 9
Intelligence - 18
Wisdom - 11
Parameters:
Melee Damage: +30%
Critical Hit: 16%
Dodge: 16
Accuracy: 80
Action Points: 16
Hit Points: 90 (103)
Damage Absorption: 9%
Mana: 180 (207)
Spell Effectiveness: 180%
Spirit: 22
Changes taking Wisdom into account:
Dodge: 16 + 0.5*11 = 21.5
Accuracy: 80 + 2*11 = 102
Mana: 180 + 5*11 = 235
Spell Effectiveness: 180 +5*11 = 235
Critical Damage: 16 + 0.5*11 = 21.5
Eighteen shurikens - used at medium range to eliminate/weaken the opponent. The effective range of a shuriken as a wounding weapon was approximately fifteen meters.
Several paper bags filled with a mixture of sand, ground pepper, and metal filings - used to blind the opponent (Revan, come up with something like reducing the opponent's accuracy and agility when using them).
Folding bamboo bow (with 18 arrows) - used at medium and long ranges.
Kusari-kama - a sickle with a chain attached to the end of the handle - open combat requires more space to swing %);
Tanto - a weapon for emergencies/for eliminating sleeping opponents;
A pair of kunai - used to finish off the opponent (if possible, the kunai were retrieved - damn, they're expensive).
Overall strategy - a surprise attack; the shorter the fight, the better. When attacking a group of opponents, first inflict damage with ranged weapons, then engage in close combat.
In team combat - a finishing tactic, using an accurate shuriken/kunai throw, a bow shot, or a lightning-fast approach and finishing with a sword or kusari-kama.

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.
Attack: against strong, single enemies, it always engages in a swift attack, a sort of challenge. In other cases, it is moderately aggressive and doesn't rush in recklessly.
Defense: if subjected to a sudden attack, it retreats to defense to first study the opponent's tactics (if unknown), then delivers a swift series of counterattacks, exhausting a strong opponent and quickly eliminating a weak one.
Faelvir is trained to fight in a way that quickly disarms or otherwise incapacitates the opponent without killing them (this applies to both intelligent creatures and other animals). He tries not to maim if it can be avoided. If necessary, he will kill the enemy. He avoids encounters with strong warriors or multiple opponents at once. He fights with a staff; a combat knife is for emergencies, such as when the staff is knocked out of his hand or broken. However, in battle, he prefers to heal allies rather than attack enemies. If there is no one to heal yet, he will choose the weakest enemy or help an ally who is struggling. Healing priority is given to those who are most injured; he heals a character only if their health is below 65%. Based on personality and psychology, he will heal anyone, even someone he dislikes greatly, but he gives preference to closer people.
I recorded this in the profile.

Yes, I'll write it down in the process.
While everyone gets reacquainted, while this and that...
