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{{FoCW_Header|Guides|#arm - Equipment and Stats}}
{{FoCW Header|Equipment and Stats|A guide to #arm}}


[[Category:Guides|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]], [[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]].


==#arm - Equipment and Stats==
;Armor<nowiki>:</nowiki> 23/29
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 my stats while wearing a Crown of Life, Steel Plate Set, a Unicorn Medallion and wielding a Titanium Serpent Sword.
: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. Armour also decreases the damage dealt by collapsing cavern walls ([[harvesting event]]).
;Damage<nowiki>:</nowiki> 15/25
: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.
;Accuracy<nowiki>:</nowiki> 1
:helps you to score a hit in combat.
;Defense<nowiki>:</nowiki> 14
:helps you to dodge hits in combat.
;Cold damage<nowiki>:</nowiki> 0
;Heat damage<nowiki>:</nowiki> 0
;Radiation damage<nowiki>:</nowiki> 0
;Magic damage<nowiki>:</nowiki> 0
:the amount of Cold/Heat/Radiation/Magic damage you deal in combat.
;Magic Resistence<nowiki>:</nowiki> 0
:lowers the effect of offensive [[spells]] that are cast on you (like [[Harm]]/[[Mana Drain Spell|Mana Drain]]/[[Poison Spell|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<nowiki>:</nowiki> 4
;Cold Protection<nowiki>:</nowiki> -2
;Heat Protection<nowiki>:</nowiki> -2
;Radiation Protection<nowiki>:</nowiki> 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]]).
;Critical to hit<nowiki>:</nowiki> 1
:is the chance to bypass your opponent's defense (regardless of his defense roll).
;Critical to damage<nowiki>:</nowiki> 6
:is the chance to bypass your opponent's armor (and therefore deal high/full damage).
;Light Modifier<nowiki>:</nowiki> 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]], for example.
;Perception Bonus<nowiki>:</nowiki> 0
:influences your viewing range in dark places or during the [[night]]. Can be increased with the [[Night Visor]].
;Missile accuracy<nowiki>:</nowiki> 0
:is your accuracy (chance to score a hit) with [[Ranging|ranged]] [[weapons]].
;Archery AP<nowiki>:</nowiki> 0
:is your chance to pierce the armour of an opponent when using ranged weapons. Can be permanently increased with [[Potion of Archery AP|Potions of Archery AP]].
;Missile protection<nowiki>:</nowiki> 0
:is the protection which give your equip. Max is 12.




{|
[[Category:Guides|#arm]]
| 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 [[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.
{|
| 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/Spells/Magic_Protection|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 [[Clothes/Cape_Of_Passive_Camouflage|Cape Of Passive Camouflage]].
{|
| Perception Bonus: || 0
|}
influences your viewing range in dark places or during the night. Can be increased with the [[Engineering/Night_Visor|Night Visor]].
{|
| Missile accuracy: || 0
|}
is your accuracy (chance to score a hit) with ranged weapons.
 
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Latest revision as of 20:39, 8 August 2021

#arm - Equipment and Stats[edit]

When you type #arm in the game you get a list of stats. Those stats are influenced by the items you wear (mainly Armour, 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. Armour 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).
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 therefore 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, for example.
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.
Archery AP: 0
is your chance to pierce the armour of an opponent when using ranged weapons. Can be permanently increased with Potions of Archery AP.
Missile protection: 0
is the protection which give your equip. Max is 12.