/** @fn liv::ac @section Use
Type(s) | Description |
---|---|
@ref page_type_39, @ref page_type_99, @ref page_type_104, @ref page_type_16, @ref page_type_87, @ref page_type_113, @ref page_type_100, @ref page_type_34, @ref page_type_70, @ref page_type_33 | This value defines the amount of armor-class bonus for wearing this item. <Armor class> lessens the chance of being hit. Lower values are better. It should usually be set only for armor-like equipment. |
@ref page_type_158 | Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumulated progression)/100) |
@ref page_type_23 | Doors of high <armor class> are less likely to get hit. <armor class> can be considered the "counterpiece" to <weapon class>. |
@ref page_type_62 | A magic wall of high <armor class> is less likely to get hit from an opponent. <armor class> can be considered the "counterpiece" to <weapon class>. |
@ref page_type_212, @ref page_type_28 | Monsters of low <armor class> are less likely to get hit from their opponent. <armor class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good). |
@ref page_type_214 | Weak walls of high <armor class> are less likely to get hit. <armor class> can be considered the "counterpiece" to <weapon class>. |