DragonRealms Charts and Spreadsheets
Item Stats (updated 12/9/2020): Stats for weapons, shields, armor, containers, cambrinth, passive regen items, and horse gear.
Magic Spells and Feats (updated 2/9/2018): Spells and feats. (The spell info comes from Elanthipedia.)
Crafted Shields and Armor (updated 3/17/2015): Crafted shield and weapon types, volumes, and coverage areas. Page 2 shows the percentage of hindrance and experience attributed to each body part.
Crafting Material Properties (updated 12/20/2014): Stats for leather, cloth, metal, bone, and stone (compiled from Elanthipedia)
Trader Shop Inventory: I am no longer publishing updates to this spreadsheet, because it has been made obsolete by Etherian's Plaza Shop Browser, which is searchable and more frequently updated.
Viewing the Spreadsheets
These spreadsheets should open in any version of Excel. Most Windows computers have Excel, but if you don't have Excel, you can open these files with LibreOffice. It's free and open-source.
Another option is for you to upload a copy of the spreadsheets to your Google Drive account. You can then view the file using Google Sheets, which even allows you to save it to a different format for offline use.
Explanation of Item Stats Headings
General Stats
- AppK: coin appraisal value in Kronars (does not factor into any composite scores)
- Wt.: the item's weight in stones
- Const.: the item's construction/durability
Quality Scores
The Qual. and Qual.W ratings are composite scores derived from formulas of my design. They are an attempt to express overall quality in a single number. ("Qual" does not consider weight, while "Qual.W" is the Qual divided by half of the item's weight.) See below for these formulas.
Melee Weapon Stats
- Range: the greatest distance at which the an attack can be performed (melee, pole, or ranged)
- Bal'd: balancing increases balance at the expense of power/suitability
- Honed: honing decreases weight at the expense of impact damage
- Temp.: tempering increases durability
- Qual., Melee Weapons:: 2*SD + 2*SED + 1*FOI + 1.5*balance + 1.25*power + .25*construction + rangefactor
- Qual., Brawling Weapons: 2*SD + 1*FOI + .25*construction
- Qual., Parry Sticks: 1.5*balance + .25*construction
- Flare: whether the weapon has damage flares (fire, cold, electric, nature, or radiant)
- Max: value of highest single damage stat (often a better predictor of performance than total damage)
- ΣD: total damage (physical and elemental)
- ΣPD: total physical damage (puncture + slice + impact)
- ΣED: total elemental damage (fire + cold + electric)
- FOI: force of impact (determines likelihood of stunning, unbalancing, and knocking back)
- Bal.: balance (determines how well a weapon takes advantage of your agility when attacking and parrying)
- Pow.: power/suitability (determines how well a weapon takes advantage of your strength when attacking)
- Pun.: puncture damage
- Sli.: slice damage
- Imp.: impact damage
- Fire: fire damage
- Cold: cold damage
- Elec.: electric damage
Ranged Weapon and Ammunition Stats
- Cable: cable-backing increases draw strength
- Light.: lightening decreases draw strength
- Lam.: laminating increases durability
- Qual., Ranged Weapons:: 1*FOI + 1.5*balance + 1.25*power + .25*construction
- Qual., Ammunition: 2*SD + 2*SED + .25*construction
- Max: value of highest single damage stat (often a better predictor of performance than total damage)
- ΣD: total damage (physical and elemental)
- ΣPD: total physical damage (puncture + slice + impact)
- ΣED: total elemental damage (fire + cold + electric)
- FOI: force of impact (determines likelihood of stunning, unbalancing, and knocking back)
- Bal.: balance (determines how well a weapon takes advantage of your agility when attacking and parrying)
- Pow.: power/suitability (determines how well a weapon takes advantage of your strength when attacking)
- Pun.: puncture damage
- Sli.: slice damage
- Imp.: impact damage
- Fire: fire damage
- Cold: cold damage
- Elec.: electric damage
- LT (slings, bows, and crossbows): base load time
- DrawS: bow draw strength (low draw strength improves balance and reduces roundtime but decreases suitedness; high draw strength reduces balance and increases roundtime with an increase in suitedness)
- AdjDraw: whether a bow's draw strength is adjustable
Shield Stats
- Type: whether the shield is small, medium, or large (affects whether you can arm-wear the shield and whether it hinders the loading and aiming of bows)
- Reinf.: reinforcing increases protection at the expense of hindrance and weight
- Light.: lightening decreases weight by 10%
- Temp.: tempering (or sealing for non-metal shields) increases durability
- Worn: whether this appraisal is for the shield as held or worn (shields have lower protection when worn)
- DA: "DA" indicates an appraisal with capped Divine Armor (Paladin spell that boosts protection)
- Qual.: 1.5*SMin + 2*SMax + .25*construction - 1*Hind - sizefactor
- Flare: whether the shield has damage flares (fire, cold, electric, nature, or radiant)
- SMax: maximum or "full" defense (the maximum protection a shield can offer if you have sufficient shield skill)
- SMin: minimum or "basic" defense (gives a chance for a huge bonus to your shield defense score)
- Hind.: maneuvering and stealth hindrance (All shields impose equal maneuvering and stealth hindrance, which may be reduced with skill.)
- Imp.: impact damage (used for shield slam attacks)
- Bal.: balance (determines how well a shield takes advantage of your agility when slamming)
- Pow.: power/suitability (determines how well a shield takes advantage of your strength when slamming)
Armor Stats
A note about armor hindrance: On 9/29/2020, GMs increased the granularity of the armor hindrance scale:
Base armor hindrance previously only had eight possible values. This made it difficult to appraise differences between very small and large pieces of armor, which always tended to look insignificant or insane.
Live in all instances, base armor hindrance has been expanded to 15 visible values. The scale uses the same adjectives in the same order as shield hindrance (but doesn't have the same cutoffs). See my follow-up post in Lore \ Appraisal Skill for the new scale.
We did not change the actual stats on any armor or how hindrance functions in combat. We only changed how an armor's base hindrance looks
when you appraise it.
An unfortunate side effect of this change is that you cannot easily compare hindrance on armor appraised before this change to armor appraised after this change. Even though the adjectives that were used in the old scale are still used in the new scale, the cutoffs are not the same. (That is, "moderate" in today's base hindrance scale does not cover the same range as "moderate" in the previous scale.)
To aid in comparing pre-9/29/2020 hindrance appraisals to modern appraisals, I converted the old appraisal numbers to a worst-case estimate of how armor appraised before 9/29/2020 would appraise now. (It's possible that the actual appraisal would show lower hindrance.) I added a new column, "NewHind" to indicate whether armor was actually appraised under the new scale and highlighted estimated hindrance appraisals in yellow; take those with a grain of salt.
I will update pre-9/29/2020 hindrance numbers with fresh appraisals as time and access permit.
- Type: whether the armor is light (anything not metal), chain, brigandine, or plate (affects how much hindrance can be reduced by skill)
- Area: which body parts are covered
- Reinf.: reinforcing increases protection at the expense of hindrance and weight
- Light.: lightening decreases weight by 10%
- Temp.: tempering (or sealing for non-metal armor) increases durability
- DA: "DA" indicates an appraisal with capped Divine Armor (Paladin spell that boosts defensive stats)
- Qual.: 2*ΣPro + 2.5*ΣAbs + 3*ΣDef + 1*ΣEDef + .25*construction - 1.5*MHind - .5*SHind
- Flare: whether the armor has damage flares (fire, cold, electric, nature, or radiant)
- ΣDef: total defense (physical and elemental)
- ΣPro: total protection (reduces incoming damage by a flat amount -- best for light hits and requires more armor skill)
- ΣAbs: total absorption (reduces incoming damage by a static percentage -- best for heavy hits and requires less armor skill)
- ΣPDef: total physical defense (puncture, slice, impact; protection + absorption)
- ΣEDef: total elemental defense (fire, cold, electrical; (protection + absorption)
- MHind.: maneuvering hindrance (determines penalties to defenses, which may be reduced with skill)
- SHind.: stealth hindrance (determines penalties to stealth, which may be reduced with skill)
- PunP: puncture protection
- PunA: puncture absorption
- SliP: slice protection
- SliA: slice absorption
- ImpP: impact protection
- ImpA: impact absorption
- FireP: fire protection
- FireA: fire absorption
- ColdP: cold protection
- ColdA: cold absorption
- ElecP: electric protection
- ElecA: electric absorption
Container Stats
- Length: internal length, the longest dimension
- Width: internal width, the medium dimension
- Height: internal height, the shortest dimension
- Capacity: how much weight (in stones) it can hold in total
- Volume: length x width x height
Cambrinth/Gaethzen Stats
- Type: whether it's cambrinth (powers spells) or gaethzen (gives off light)
- Capacity: total amount of mana it can hold
Passive Regen Items
- Premium/Standard/F2P: how many items each account type can wear in this slot