Play.net wants to deliver the best experience to you. This website uses cookies. By clicking 'I agree' you agree to the Terms of Service and settings below. We process your personal data in accordance with the Privacy policy.
Cookies are small text files with information stored on your device, i.e. your computer, mobile phone, tablet, etc., when you visit a website. A cookie will typically contain the name of the site that the cookie came from, how long the cookie will be stored and a number (usually a randomly generated unique number). Cookies are used to make websites work more effectively but also to provide certain information to the owner of a website. Cookies make it possible to distinguish different users from each other, which can give each user a more personalized and positive experience of the website.
The armor sub-group (often
referred to as ASG) is the method by which armor is
categorized. Armors fall into one of five groups: None,
Leather, Scale, Chain or Plate. Within each of these
groups are 4 armor sub-group. (However, in the case
of the None group, armor sub-groups 3 and 4 are no longer
available within the game.)
In each armor group, the lowest ASG has the least amount
of coverage, while the highest
ASG has the most amount of coverage.
Armor accessories
can increase the effective ASG of your armor. That is,
if you wear double chain, which covers torso and arms,
and also wear a helmet and leg greaves, you will have
an affective ASG exactly as if you were wearing a chain
hauberk.
Coverage:
Each armor type has a built in level
of coverage that it provides to your body. This coverage
can prevent damage to those areas of your body in the
form of critical hits.
In each armor group, the lowest ASG
has the least amount of coverage (just the torso), while
the highest ASG has the most amount of coverage (head
to toe).
Armor accessories
can increase the effective ASG of your armor. That is,
if you wear double chain, which covers torso and arms,
and also wear a helmet and leg greaves, you will receive
the same amount of coverage exactly as if you were wearing
a chain hauberk.
Base
DU/ST:
DU/ST stands for Durability
and Strength. These numbers are useful when trying to
determine how susceptible a weapon is to item
degradation and breakage.
The action penalty is a percentile subtracted
from your chance to perform a maneuver roll.
A maneuver may include anything from dodging elemental
wave (often referred to as ewave) and boil
earth attacks, to something as mundane as standing
up.
RoundTime
Adder:
The RoundTime Adder is
a number (in seconds) added to your base roundtime when
swinging a weapon.
By training in armor
use skill, this roundtime can be reduced. Each 20
points in the skill removes one second of armor-based
roundtime.
Magical hindrance is affected by your amount of armor
use skill. In order to figure out the number of
ranks required to train off the hindrance for your particular
armor, use the following formulas:
The following table shows the base hindrances for each
armor type. In no case will the hindrance ever be less
than the value shown. If a player is under trained for
their armor type, the penalty will increase, but it
will never exceed the Max hindrance shown in the rightmost
column. The amount of skill required to train off the
excess armor hindrance is ((20 * Hindrance) - 10).
Table Legend
AsG
Armor Sub-Group
C
Cleric Spell Circle
R
Ranger Spell Circle
RT Mod
RoundTime Modifier
S
Sorcerer Spell Circle
MnS
Minor Spirit Spell Circle
Em
Empath Spell Circle
MjS
Major Spirit Spell Circle
W
Wizard Spell Circle
MnE
Minor Elemental Spell Circle
B
Bard Spell Circle
MjE
Major Elemental Spell Circle
P
Paladin Spell Circle
MnM
Minor Mental Spell Circle
Sv
Savant Spell Circle
MjM
Major Mental Spell Circle
AsG
RT
Mod
MnS / R
MjS
C
MnE
MjE/W
MnM
MjM /Sv
S
Em
W
B
P
Max
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
5
0
0
0
0
0
0
0
0
0
0
0
0
0
0
6
1
0
0
0
0
0
0
0
0
0
0
0
0
0
7
2
0
0
0
0
2
0
2
1
0
2
0
0
4
8
2
0
0
0
0
4
2
4
2
0
4
2
0
6
9
3
3
4
4
4
6
4
6
5
4
6
3
2
16
10
4
4
5
5
5
7
5
7
6
5
7
3
3
20
11
5
5
6
6
6
9
6
9
8
6
9
3
4
24
12
6
6
7
7
7
12
7
12
11
7
12
7
5
28
13
7
7
8
8
8
16
8
16
16
8
16
8
6
40
14
8
8
9
9
9
20
9
20
18
9
20
8
7
45
15
8
9
11
11
10
25
10
25
22
11
25
8
8
55
16
9
11
14
14
12
30
15
30
26
15
30
15
9
60
17
9
16
25
25
16
35
21
35
29
25
35
21
10
90
18
10
17
28
28
18
40
21
40
33
28
40
21
11
92
19
11
18
32
32
20
45
21
45
39
32
45
21
12
94
20
12
20
45
45
22
50
50
50
48
45
50
50
13
96
Cast
vs. Armor:
The Circle vs. Armor, or CvA,
is one of the modifiers in the spell casting formula for
warding spells. Depending on the value of the modifier
this can make it easier or harder for the caster to get
a successful cast. Positive values will make it easier
for the caster to hit the target, while negative values
will make it more difficult. The bulk of heavier armor
makes it harder for the spell to penetrate, thus the heavier
types of armor will have lower CvA values. Magic can also
make armors more resistant to spells, thus magical armors
will generally have lower CvAs when compared to the same
armor without enchantment. Note: some items may provide
defensive bonuses without being magical.
Other Names:
(Found on the shields pages.) There are many types
of shields in Elanthia, however they are all based on
a four primary shield categories. Here we will list
other shield names which use the listed set of statistics.