Description
Your character - and other characters as well - are comprised of several body parts. While they may not all be called by the same names in all races, they can be classified with the following titles:
head torso arms legs wings tail
Obviously, not all races will have the same bodyparts, or the same number of each bodypart, or even the same name for each bodypart. A large animated plant might have a trunk (instead of a torso) and psudopods (instead of arms). Feys have wings, whereas humans do not.
Each body part has its own armor resistance, which is a way of measuring how much damage you can absorb if a hit successfully connects with that body part.
Each of these armor resistance types will have a value above 0, where 0 or below means that there is no resistance to attacks, and values above 0 mean that the grants resistance to attacks. Armor resistance can be brought above 100, but any value above 100 is reduced by an exponent, which is visible in HELP STATUS.
Each body part has its own damage multiplier - meaning that if a hit lands there, the damage from the hit is either increased or reduced based on the body part. For instance, a blow to the head would do more damage to a humanoid than a blow to the leg.
The modifiers for the damage done to the specific bodyparts are as follows:
head 120% tail 60% torso 100% (no modification) wings 60% arms 70% legs 70%
Armor resistance can be increased through items designed to protect the specific body part (a helm for the head, for example), and it can also be increased through the use of magic spells or enchanted items.
Through use of the 'equipment' (eq) command, you can see a list of what you are wearing on each body location, and a list of the body parts present on your character, with the armor resistance listed for each.
See also
- shield - protects the caster from harm
- inventory - lists the items you are currently holding
- equipment - lists the items you are currently wearing and total AR
- equipment slots - the various equipment slots and examples
- wear and tear - reduce AR by twice the amount that they are over maximum
- armor - shields the target from harm