|Call upon the spirit of your worn armour to fight alongside you. The spirit moves slowly, but draws strength from the inherent protection of your own armour. At higher power, the spirit becomes more durable.|
Summons a maximum of one animated armour, with stats dependent on the Base AC of your body armour:
- HP: Base 40
2 * AC
- Attack: Hits twice for
AC + (AC * AC / 2)damage.
- Extremely slow movement speed.
- Infinite willpower
- Immunity to poison and negative energy
- Is mindless and flying.
Other means of increasing AC (whether from the armour's enchantment, mutations, or being a Gargoyle) do not affect the spirit's stats, however, as the spirit "wears" itself, it gains benefits from enchant, artefact properties, dragon scales' resistances, etc.
Draconians, Felids, and Octopodes cannot use this spell, as they cannot wear body armour. Neither can players in an armour-melding form, though swapping forms or taking off your armour will not dispel the summon.
This spell is meant primarily for melee-caster hybrids, giving you an extra ally in melee. Even when created using the heaviest armour, the summon is relatively frail and will not win too many battles alone. High-stat characters, such as Demigods, Ogres, and worshippers of Cheibriados, are the most likely to wear, and cast in, a suitable piece of armour.
The armour's strength scales heavily with its base AC; while a robe may hit twice for up to 4 damage, the relatively light fire dragon scales deals up to 40 damage per hit. A crystal plate armour can deal up to 112 damage twice - but the huge effort required to cast any spell in crystal plate could have been used on something more effective than creating a single slow ally. Meanwhile, quicksilver dragon scales synergize well: they have a high base AC, but very low encumbrance.
- mon-util.cc:2064 (0.30.1)