Guides/arm

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Revision as of 01:40, 22 March 2009 by en>Lucius Vmbrius (→‎#arm - Equipment and Stats: The Solare Flares day wil do 2 damage regardless of the armor - http://www.eternal-lands.com/forum/index.php?showtopic=48345)
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#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).

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.

Archery AP: 0

is your chance to pierce the armor of an opponent when using ranged weapons. Can be permanently increased with Potions of Archery AP.