Atrinik Server  4.0
Type(s) Description
Bracers <Magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.
Brestplate Armour <Magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.
Boots

<Magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots.

Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.

Cloak

<Magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak.

Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.

Girdle

<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the girdle.

Important: <magic bonus> on girdles has no effect if there is no <armour class> set. It only works in combination with <armour class>.

Gloves If the gloves provide <armour class>, <magic bonus> will increase it. If the gloves have <weapon class> instead, then <magic bonus> will increase that.
Helmet

<Magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet.

Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for example typically provide no <amour class>.

Shield <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the shield.
Disease

<Infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - if negative, it is not.

E.g. "&lt;infection range&gt; -6" means creatures can be infected in six square range, and <plague level> doesn't modify that.

Monster & NPC, Spawn Point Monster The casting delay this monster invokes every cast. This is cumulatively added to the spell's default casting delay.
Projectile Magic bonus increases chance to hit and damage a little bit.
Shooting Weapon <Magic bonus> improves the quality of the shooting weapon. I'm not sure what exactly is increased - maybe weaponclass? However, <magic bonus> seems to have a little bit of positive influence on your chance to hit.
Weapon For a weapon, magic bonus works just like weapon class, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct weapon class value on a weapon.