Difference between revisions of "Guides/arm"

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{{FoCW_Header|Guides|#arm - Equipment and Stats}}
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{{FoCW_Header|Equipment and Stats|A guide to #arm}}
 
 
[[Category:Guides|Stats]]
 
  
 
==#arm - Equipment and Stats==
 
==#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 [[Armour/Index|Armor]],[[Weapons/Index|Weapons]], [[Crafting/Index#Medallions|Medallions]]). Here are example stats while wearing a Crown of Life, Steel Plate Set, a Unicorn Medallion and wielding a Titanium Serpent Sword.
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When you type ''#arm'' in the game you get a list of stats. Those stats are influenced by the items you wear (mainly [[Armour|Armor]], [[Weapons]], [[Crafting#Medallions|Medallions]]). Here are example stats while wearing a Crown of Life, Steel Plate Set, a Unicorn Medallion and wielding a Titanium Serpent Sword.
  
  
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| Damage: || 15/25
 
| Damage: || 15/25
 
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is the amount of physical damage you deal in combat (additionally to the damage that comes from your [[Attributes/Index#Cross_Attributes|Might]]). The two numbers mean minimum/maximum damage. The actual value is determined when you score a hit on a creature/player.<br />
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is the amount of physical damage you deal in combat (additionally to the damage that comes from your [[Attributes#Cross_Attributes|Might]]). The two numbers mean minimum/maximum damage. The actual value is determined when you score a hit on a creature/player.<br />
 
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| Magic Resistence: || 0
 
| Magic Resistence: || 0
 
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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/Spells/Magic_Protection|Magic Protection]] spell (yes, the name is a bit confusing/misleading).<br />
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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).<br />
 
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| Light Modifier: || 38
 
| Light Modifier: || 38
 
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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 [[Clothes/Cape_Of_Passive_Camouflage|Cape Of Passive Camouflage]].<br />
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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 passive camouflage]].<br />
 
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| Perception Bonus: || 0
 
| Perception Bonus: || 0
 
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influences your viewing range in dark places or during the night. Can be increased with the [[Engineering/Night_Visor|Night Visor]].<br />
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influences your viewing range in dark places or during the night. Can be increased with the [[Night Visor]].<br />
 
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is your accuracy (chance to score a hit) with ranged weapons.<br />
 
is your accuracy (chance to score a hit) with ranged weapons.<br />
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[[Category:Guides|Stats]]
Back to [[Guides/Index|Guides Index]]
 

Revision as of 10:20, 23 November 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.