/** @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>.