diff --git a/game/modules/tome/data/talents/misc/races.lua b/game/modules/tome/data/talents/misc/races.lua
index f4c3bf3eb47245e24335c16f9d2b2c0282bf6222..99507d7eb0bea1c781bc3d3fa766f6dc6b1d4739 100644
--- a/game/modules/tome/data/talents/misc/races.lua
+++ b/game/modules/tome/data/talents/misc/races.lua
@@ -527,9 +527,8 @@ newTalent{
 	cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 45, 25)) end, -- Limit >5
 	getParams = function(self, t)
 		return {
-			physical = self:combatStatScale("cun", 15, 60, 0.75),
-			spell = self:combatStatScale("cun", 15, 60, 0.75),
-			mind = self:combatStatScale("cun", 15, 60, 0.75),
+			crit = self:combatStatScale("cun", 15, 60, 0.75),
+			save = self:combatStatScale("cun", 15, 60, 0.75),
 			}
 	end,
 	tactical = { ATTACK = 2 },
@@ -539,9 +538,9 @@ newTalent{
 	end,
 	info = function(self, t)
 		local params = t.getParams(self, t)
-		return ([[Call upon the luck and cunning of the Little Folk to increase your physical, mental, and spell critical strike chance by %d%% and your saves by %d for 5 turns.
+		return ([[Call upon the luck and cunning of the Little Folk to increase your critical strike chance by %d%% and your saves by %d for 5 turns.
 		The bonus will increase with your Cunning.]]):
-		format(params.mind, params.mind)
+		format(params.crit, params.save)
 	end,
 }
 
diff --git a/game/modules/tome/data/timed_effects/mental.lua b/game/modules/tome/data/timed_effects/mental.lua
index a6a00f620ef6a0e7aa48095dd6a5ba4294de6535..81d955c4589f70d71ff34ca3e34b9c0856ce7df5 100644
--- a/game/modules/tome/data/timed_effects/mental.lua
+++ b/game/modules/tome/data/timed_effects/mental.lua
@@ -1707,20 +1707,18 @@ newEffect{
 newEffect{
 	name = "HALFLING_LUCK", image = "talents/halfling_luck.png",
 	desc = "Halflings's Luck",
-	long_desc = function(self, eff) return ("The target's luck and cunning combine to grant it %d%% higher combat critical chance, %d%% higher mental critical chance, and %d%% higher spell critical chance."):format(eff.physical, eff.mind, eff.spell) end,
+	long_desc = function(self, eff) return ("The target's luck and cunning combine to grant it %d%% higher critical chance and %d saves."):format(eff.crit, eff.save) end,
 	type = "mental",
 	subtype = { focus=true },
 	status = "beneficial",
-	parameters = { spell=10, physical=10 },
+	parameters = { crit=10, save=10 },
 	on_gain = function(self, err) return "#Target# seems more aware." end,
 	on_lose = function(self, err) return "#Target#'s awareness returns to normal." end,
 	activate = function(self, eff)
-		self:effectTemporaryValue(eff, "combat_physcrit", eff.physical)
-		self:effectTemporaryValue(eff, "combat_spellcrit", eff.spell)
-		self:effectTemporaryValue(eff, "combat_mindcrit", eff.mind)
-		self:effectTemporaryValue(eff, "combat_physresist", eff.physical)
-		self:effectTemporaryValue(eff, "combat_spellresist", eff.spell)
-		self:effectTemporaryValue(eff, "combat_mentalresist", eff.mind)
+		self:effectTemporaryValue(eff, "combat_generic_crit", eff.crit)
+		self:effectTemporaryValue(eff, "combat_physresist", eff.save)
+		self:effectTemporaryValue(eff, "combat_spellresist", eff.save)
+		self:effectTemporaryValue(eff, "combat_mentalresist", eff.save)
 	end,
 }