What a click says
Clicking a weapon or a piece of armour shows what it does, a line each: its damage or armour, how worn it is, and, when it was crafted, its quality. A metal weapon with an element shows how its damage is split, a silver one its bonus against the undead, and a piece of armour its resistances. For example:
- Daño 7-33 · Estado 76/76 · Calidad 120: +12% (+1 a +4) de daño · Físico 60% (4-20), fuego 40% (3-13)
- Armadura 40 · Estado 53/53 · Calidad 150: +5 de resistencia · Resistencias: física 2%, fuego 6%, frío 2%, veneno 3%, energía 2%
The damage shown is the weapon's own; the quality's percent comes on top, and the brackets say how much that adds to it.
Kinds of armour
Armour is what stops a blow: the more you wear, the more of each physical hit it takes off (a random share of it). Each piece guards its part of the body, so your armour is that of the pieces you have on: a part with nothing on it is not guarded. Some kinds have no piece for every part: mix them. The values are those of plain iron and leather; the coloured metals' plate goes from 25 to 110, and the monsters' leathers from 36 to 68 plain and from 42 to 78 studded.
| Kind | Armour | Strength | Weight of the set | Pieces | Stealth |
|---|---|---|---|---|---|
| Plate | 40 | 30–60 | 82 | platemail, platemail legs, platemail arms, platemail gorget, platemail gloves, plate helm | no (70) |
| Bone | 30 | 40–55 | 26 | bone armor, bone leggings, bone arms, bone gloves, bone helmet | no (65) |
| Chainmail | 28 (chainmail coif 23) | 20 | 32 | chainmail tunic, chainmail leggings, chainmail coif | no (50) |
| Ringmail | 22 | 20 | 45 | ringmail tunic, ringmail leggings, ringmail sleeves, ringmail gloves | no (55) |
| Studded leather | 16 | 25–35 | 29 | studded tunic, studded leggings, studded sleeves, studded gorget, studded gloves | possible (24) |
| Leather | 13 | 10–20 | 24.1 | leather tunic, leather leggings, leather sleeves, leather gorget, leather gloves, leather cap | no cost |
You need a piece's strength to put it on, and its weight counts against what you can carry. Stealth needs you to be hidden and 80 Hiding; each piece you wear adds its kind's points (the table gives a whole set's). From 42 points on you cannot move unseen; below that, the more points, the harder it is and the fewer steps you take. Leather costs nothing.
Resistances
Against fire, cold, poison and energy each piece also has a resistance, a percent that comes off that kind of damage: the fire of a Fireball or a dragon's breath, a creature's poison, an Energy Bolt. The pieces you wear add up, up to 70% (poison up to 50%). A piece's resistances depend on its kind and its material.
By kind, each piece
| Piece | Fire | Cold | Poison | Energy |
|---|---|---|---|---|
| Plate | 3 | 2 | 3 | 2 |
| Chainmail | 4 | 4 | 1 | 2 |
| Ringmail | 3 | 1 | 5 | 3 |
| Bone | 3 | 4 | 2 | 4 |
| Studded leather | 4 | 3 | 3 | 4 |
| Leather | 4 | 3 | 3 | 3 |
The metal's bonus, each piece
Added to the kind's; iron is the plain metal and adds nothing. Dull Copper adds nothing either. Dull Copper, Bronze, Agapite, Verite, Old Copper, Rusty and Rose Colored are not mined: the ore guardians of their metal carry their ore, which is smelted like any other.
| Metal | Fire | Cold | Poison | Energy | From |
|---|---|---|---|---|---|
| Shadow | +2 | 0 | 0 | +7 | mining |
| Copper | +2 | 0 | +7 | +2 | mining |
| Bronze | 0 | +7 | +2 | +2 | Bronze Ore Guardian |
| Golden | +2 | +3 | 0 | +3 | mining |
| Agapite | +7 | +2 | +2 | +2 | agapite Ore Guardian |
| Verite | +4 | +3 | +4 | +1 | Verite Ore Guardian |
| Valorite | 0 | +4 | +4 | +4 | mining |
| Old Copper | +1 | +1 | +1 | +1 | Old Copper Ore Guardian |
| Rusty | +1 | +1 | +1 | +1 | Rusty Ore Guardian |
| Rose Colored | +2 | +1 | +1 | +1 | Rose Ore Guardian |
| Silver | +3 | +3 | +3 | +3 | mining |
| Blood Rock | +7 | +2 | +2 | +2 | mining |
| Black Rock | +3 | +3 | +3 | +3 | mining |
| Mytheril | +2 | +7 | +2 | +2 | mining |
| Evilspirit | +2 | +3 | +7 | +2 | mining |
| Mystic | +2 | +2 | +3 | +7 | mining |
| Scorpion | +2 | +2 | +7 | +3 | mining |
| Earthspirit | +3 | +3 | +4 | +4 | mining |
| Moon | +2 | +8 | +3 | +3 | mining |
| Titanium | +4 | +4 | +4 | +4 | mining |
| Angelskin | +3 | +3 | +3 | +8 | mining |
| Demonskin | +8 | +3 | +3 | +3 | mining |
| Elfic | +4 | +4 | +4 | +5 | mining |
The leather's bonus, each piece
The monsters' leathers (see the leather guide), added to leather's or studded leather's.
| Leather | Fire | Cold | Poison | Energy |
|---|---|---|---|---|
| Orc | +1 | +1 | +1 | +1 |
| Snake | +1 | +1 | +5 | +1 |
| Ogre | +2 | +1 | +1 | +1 |
| Troll | +2 | +2 | +2 | +2 |
| Dark Troll | +2 | +2 | +2 | +2 |
| Ettin | +2 | +2 | +2 | +2 |
| Cyclops | +3 | +3 | +3 | +3 |
| Titan | +3 | +3 | +3 | +3 |
| Ice Troll | +1 | +6 | +1 | +2 |
| Ice Ettin | +1 | +6 | +1 | +2 |
| Terathan | +2 | +2 | +6 | +2 |
| Ophidian | +2 | +2 | +6 | +3 |
| Dragon | +7 | +2 | +2 | +3 |
| Daemon | +6 | +2 | +2 | +5 |
Shields and clothing have no resistances.
Quality of crafted weapons and armour
Every weapon and piece of armour a player makes comes out with a quality from 1 to 200, told when it is made (Fabricas el arma con calidad 150 de 200: +17% de daño.). The more skill in the craft, the higher it tends to be: about 30 with none and 180 at 100.0, give or take up to 66 either way. Shields and clothing get none.
- Weapons: from -10% damage at quality 1, to nothing at 100, to +35% at 200. It counts after armour, so it is worth exactly its percent against anyone.
- Armour: from -5 resistance points at quality 1 to +15 at 200, spread at random between physical resistance and the four elements. A piece never goes below 0 in any of them: no armour makes you take more than none.
- Arms Lore adds up to 5 more, at 100.0: +5% on a weapon, +5 points on a piece, whatever its quality. So a master smith with Arms Lore makes weapons of about +33% and pieces of about +17 on average.
| Skill | Average quality | Weapon | Piece |
|---|---|---|---|
| 0.0 skill | 30 | -7% | -3 |
| 30.0 skill | 75 | -2% | -1 |
| 50.0 skill | 105 | +1% | 0 |
| 80.0 skill | 150 | +17% | +7 |
| 100.0 skill | 180 | +28% | +12 |
Physical resistance only comes from a piece's quality. How to forge, in the smithing guide.
Elemental damage of weapons
The weapons of these metals deal part of each blow in their element; the rest is physical. A blow is never bigger for being elemental: against a target with no resistance it does the same, and the target's resistance or weakness to that element takes its share off or adds to it.
| Metal | Element | Share |
|---|---|---|
| Moon | cold | 40% |
| DemonSkin | fire | 40% |
| Scorpion | poison | 40% |
| Elfic | energy | 40% |
| AngelSkin | energy | 30% |
| Mystic | energy | 30% |
| EvilSpirit | poison | 30% |
| Blood Rock | fire | 30% |
And these special weapons, by their name or their material (the demon weapons' DemonSkin, the bardiche's blood rock); every other special weapon is wholly physical (some have an effect of their own on a hit).
| Weapon | Element | Share |
|---|---|---|
| Arco de Fuego | fire | 30% |
| Axe of Fire | fire | 30% |
| Magma Blade | fire | 30% |
| Phoenix Blade | fire | 30% |
| Frozen Sword | cold | 30% |
| Frozen Dagger | cold | 30% |
| Flame Heavy Crossbow | fire | 30% |
| Ice Spirit Halberd | cold | 30% |
| Bardiche of Blood | fire | 30% |
| Poison Bow | poison | 30% |
| Spider Sword | poison | 30% |
| Demon Sword | fire | 30% |
| Demon Maul | fire | 30% |
| Demon Fork | fire | 30% |
| Demon Hammer | fire | 30% |
| Demon Battle Axe | fire | 30% |
| Diablo Axe | fire | 30% |
| Mystic Combat Sword | energy | 30% |
Creatures
Many creatures resist an element or are weak to one, by family: the share of a blow or the spell of that element does less to them, or more. Every other creature resists nothing.
| Family | Fire | Cold | Poison | Energy | For example |
|---|---|---|---|---|---|
| Fire elemental | immune | weak 25% | — | — | Fire Elemental |
| Elemental lord | immune | 40% | 40% | 40% | Elemental Lord |
| Fire-immune bosses and fairies | immune | — | — | — | Fairy, Li Mu Bay, Predator |
| Fire, the strongest | 80% | weak 25% | — | — | Black Drake, Blue Drake, Copper Drake, Dragon, Drake, … |
| Fire | 60% | weak 25% | — | — | Deamonatic Fire Elemental, Efreet, Fire Archer from Hell, Fire Warrior from Hell, Icaliux Dragon, … |
| Undead | — | 40% | 80% | weak 25% | Black Liche, Bone Knight, Ghost, Ghoul, Lich, … |
| Undead of fire | 40% | 40% | 80% | weak 25% | fire shade, fire zombie |
| Demons | 40% | — | — | weak 25% | Ancient Demon King, Balron, Blue Demon, Daemon, Demon Mage, … |
| Ice | weak 25% | 60% | — | — | Frost Elf Archer, Frost Elf Shaman, Frost Elf Warrior, Frost Elf Warrioress, Frost Ooze, … |
| Cold | — | 60% | — | — | Moon Dragon |
| Poison | — | — | 60% | — | Blood Elemental, Dread Spider, Giant Scorpion, Giant Serpent, Giant Spider, … |
| Water | — | 60% | — | weak 25% | Deamonatic Water Elemental, Sea Serpent, Water Elemental |
| Earth | — | weak 25% | 60% | — | Deamonatic Earth Elemental, Earth Elemental |
| Air | — | — | weak 25% | 60% | Air Elemental, Deamonatic Air Elemental |
| Energy | — | — | — | 60% | Star Dragon |
| Wisps | 30% | — | — | — | Wisp |
Fire immunity: Elemental Lord, Fairy, Fire Elemental, Li Mu Bay and Predator take nothing from fire, neither spells and fire fields nor a weapon's fire share. Dragons, drakes, the phoenix and the other creatures of fire are no longer immune: they resist a lot, and fire hurts them a little.
A creature's blows and spells hit at 80% of their strength. A pet or a summon of another player hits a player at 60%.
Silver against the undead
Silver weapons, the smiths' and the bowyers', do +40% damage to the undead, after armour: Black Death, Black Liche, Bone Knight, Ghost, Ghoul, Lich, Liche Lord, Mummified Mage, Mummy, Shadow liche from hell, Skeleton, Skeleton Archer, Skeleton Mage, Spectre, Undead Nox Mage, Vampire, Vampire Knight, Wight, Wraith, Wraith Master, Zombie, fire shade, fire zombie, flaming skull, phantom and spirit warrior. With quality on top, both count.