In the hunt, there is predator and prey. This work describes several types of prey that aisling predators will encounter and gives basic strategies for hunting each of them. The strategies offered have been tested and are known to work, but this is in no way an exhaustive list of every possible way win a combat. It is my hope that after reading this, not only will you be a more efficient predator, but also you will be able to observe the patterns of prey and develop your own strategies.
Enjoy the hunt!
The prey is described by the way it moves and behaves. At the beginning of each chapter is a description of the prey, its behavior, and common abilities.
Click on the Martial Awareness Icon (or Sense Icon for aislings) to quickly jump to the description of the prey.
The description is followed by three sections, which outline how to take advantage of this knowledge with different fighting styles.
This information is mainly for monks and warriors, but applies to anyone who engages in close combat. Melee combat takes place at a range of zero (0) paces.
Click on the Assail Icon to jump quickly to the In Melee section.
This part is for offensive spell casters, primarily wizards and priests with Deo Saighead. Some of the tricks may work with a little modification for rogues who are able to throw surigam. Ranged combat generally occurs at ranges of one (1) to six (6) paces, but most ranged attacks can effect a target anywhere within the casting aisling's sight, even in melee range.
Click on the Beag Srad Icon to jump quickly to the At Range section.
Rogues more than any other path must learn to anticipate and control the motions of their prey. This section will explain how to coax your prey over the traps you set. There is no particular range for traps, though most rogues prefer to keep out of melee range of their prey.
Click on the Needle Trap Icon to jump quickly to the With Traps section.
The Hunter chapters at the end of this work provide additional information of interest to aisling predators, including potions every hunter should know how to use, elemental interactions for greater defense and stronger attacks, enchantments that enhance items and the wearer, smithing and tailoring to enhance weapons and armor, and long lasting spells to aid a hunter.
Distance: Whenever distances are used in this work, it describes the number of paces between the reference point and the target. For example, in the picture below there are two (2) paces between the aisling and the wolf.
Melee Range: A creature at zero (0) paces and standing next to the hunter (not on a diagonal) is in melee range.
Target: Creatures only tend to focus on one aisling or creature at a time. This target will be the one the creature uses all its attacks against. If another aisling attacks the creature, he risks becoming the new target and the old target will be forgotten.