Difference between revisions of "Guides/arm"

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{{FoCW_Header|Guides|#arm - Equipment and Stats}}
 
{{FoCW_Header|Guides|#arm - Equipment and Stats}}
  
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[[Category:Guides|Stats]]
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==#arm - Equipment and Stats==
 
==#arm - Equipment and Stats==

Revision as of 19:23, 8 April 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 my 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

Critical to Hit is the chance to bypass your opponent's defense (regardless of his defense roll).

Critical to damage: 6

Critical to damage 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.


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