Difference between revisions of "Guides/arm"
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− | determines how well you can be seen in dark places or during the night. Increases with the number of bright/shiny items your wear (like plate armor). Can be lowered with the [[Cape of | + | determines how well you can be seen in dark places or during the night. Increases with the number of bright/shiny items your wear (like plate armor). Can be lowered with the [[Cape of Passive Camouflage]].<br /> |
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Revision as of 21:42, 4 December 2008
#arm - Equipment and Stats
When you type #arm in the game you get a list of stats. Those stats are influenced by the items you wear (mainly Armor, Weapons, Medallions). Here are example stats while wearing a Crown of Life, Steel Plate Set, a Unicorn Medallion and wielding a Titanium Serpent Sword.
Armor: | 23/29 |
is the amount of damage that gets absorbed when you get hit. The two numbers mean minimum/maximum armor. The actual value is determined when a creature/player scores a hit on you. Also decreases the damage dealt by collapsing cavern walls (harvesting event).
Damage: | 15/25 |
is the amount of physical damage you deal in combat (additionally to the damage that comes from your Might). The two numbers mean minimum/maximum damage. The actual value is determined when you score a hit on a creature/player.
Accuracy: | 1 |
helps you to score a hit in combat.
Defense: | 14 |
helps you to dodge hits in combat.
Cold damage: | 0 |
Heat damage: | 0 |
Radiation damage: | 0 |
Magic damage: | 0 |
the amount of Cold/Heat/Radiation/Magic damage you deal in combat.
Magic Resistence: | 0 |
lowers the effect of offensive spells that are cast on you (like Harm/Mana Drain/Poison). Also lowers the chance of getting hit by special effects from enchanted weapons (like cooldown/mana burn/etc). This stat can be temporarily increased by casting the Magic Protection Spell (yes, the name is a bit confusing/misleading).
Magic Protection: | 4 |
Cold Protection: | -2 |
Heat Protection: | -2 |
Radiation Protection: | 7 |
the amount of Magic/Cold/Heat/Radiation you absorb when you get hit in combat. Radiation Protection also decreases the damage from radon pouches (harvesting event) and Solar Flares special days.
Critical to hit: | 1 |
is the chance to bypass your opponent's defense (regardless of his defense roll).
Critical to damage: | 6 |
is the chance to bypass your opponent's armor (and therefor deal high/full damage).
Light Modifier: | 38 |
determines how well you can be seen in dark places or during the night. Increases with the number of bright/shiny items your wear (like plate armor). Can be lowered with the Cape of Passive Camouflage.
Perception Bonus: | 0 |
influences your viewing range in dark places or during the night. Can be increased with the Night Visor.
Missile accuracy: | 0 |
is your accuracy (chance to score a hit) with ranged weapons.