Difference between revisions of "Ozocubu's Armour"

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{{Spell
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{{spell info}}
|name=Ozocubu's Armour
 
|level=3
 
|school1={{Charms}}
 
|school2={{Ice Magic}}
 
|school3=
 
|sources=<div>
 
*[[Book of Frost]]
 
</div>
 
|castingnoise=3
 
|spellnoise=0
 
}}
 
  
{{Flavour|Envelops the caster's body in a protective layer of thick ice, granting a substantial bonus to armour as long as they remain in their current location. The ice will crack and fall away if the caster moves to a new position. The spell will not function for casters already wearing heavy armour (any body armour with an encumbrance rating of 5 or more)}}
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'''Ozocubu's Armour''' is a level 3 [[Ice Magic]] spell which can greatly increase your [[AC]], provided the player remains stationary.
  
'''Ozocubu's Armour''' is a level 3 [[Charms]]/[[Ice Magic]] spell which can greatly increase your [[AC]], provided the player remain stationary. The duration and size of this AC boost (which stacks with [[Ice Form]]) is shown below:
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[[Ice Elementalist]]s begin with this spell in their libraries.
  
{{crawlquote|'''Normal AC Boost''': 5 + 4 * (Spellpower/50) AC. (Max 13)<br>
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==Useful Info==
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The caster gains a boost of AC for a short duration. This spell is less effective for casters wearing heavier armour. The duration and size of this AC boost is shown below:
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{{crawlquote|'''Normal AC Boost''': 5 + (4 * Spellpower / 50) AC (max. 13)<br>
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'''Penalty''': - ([[encumbrance rating|Encumbrance]] / 2) AC<br>
 
'''Duration''': 20 + 2d(Spellpower) turns.}}
 
'''Duration''': 20 + 2d(Spellpower) turns.}}
  
Ozocubu's Armour does have significant restrictions. The spell will fail if cast while wearing armour with an [[encumbrance rating]] of 5 or more, limiting the caster to [[robe]]s, [[leather armour]], [[troll leather armour]], or [[steam dragon scales]]. Taking fire damage from beams greatly reduces its duration. The spell also conflicts with [[Statue Form]] and [[Ring of Flames]], and cannot be used if either of these has been cast. Finally, of course, for the spell to remain in effect, the player may not move. However, many exceptions apply, including [[blink]]ing, [[teleport]]ing, and "involuntary" movement: e.g., being teleported, [[trample]]d, [[Banishment|banish]]ed, moved by a [[wind blast]] or [[vortex]], etc.
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For the spell to remain in effect, you must remain in place. You can still move, but doing so ends the effect. Even "involuntary" movement (e.g. being [[teleport]]ed or [[trample]]d) breaks the armour. In addition, taking fire damage from beams greatly reduces the armour's duration.
  
 
==Strategy==
 
==Strategy==
Ozocubu's Armour can be a very useful spell, providing a massive AC boost to any character who can manage the minimal skill investment required to cast it, and who doesn't intend to wear heavy armour. Even at its lowest spellpower, it's still equivalent to wearing an additional full strength [[ring of protection]]. [[Species]] with no body armour slot ([[felid]]s, [[octopode]]s, and [[draconian]]s) can and should keep an eye out for this spell. Other species that happen to find it can usually afford to drop down to a lighter class of gear; a fully enchanted robe of [[resistance (ego)|resistance]] or [[troll leather armour]] can prove extremely effective in conjunction with OA, and that's assuming you don't find a [[salamander hide armour|useful]] [[moon troll leather armour|artefact]] option. Just be prepared to recast it on occasion when facing opponents which deal heavy fire damage; the damage it helps soak is usually worth the time spent refreshing mid-combat. OA is the final buff to a weakly-armoured player that has decided to let the enemy come to him.
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Ozocubu's Armour provides a very useful AC boost to any character who wears light armour and can manage the (minimal) skill investment. Even at its lowest spellpower, it's still on par with a [[ring of protection]]. [[Shapeshifter]]s and [[species]] with no body armour slot ([[Felid]]s, [[Octopode]]s, and [[Draconian]]s) appreciate this spell more, while it lets other species "get away" with lighter pieces of armour.
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[[Frozen Ramparts]] is a natural companion; it too is a level 3 Ice Magic spell that breaks when you move.
  
 
==History==
 
==History==
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*Prior to [[0.31]], this spell wouldn't work with [[Statue Form (spell)|Statue Form]].
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*Prior to [[0.27]], certain involuntary movements, such as [[Blink]], would not break the armour. Also, the spell would melt when used over [[lava]].
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*Prior to [[0.26]], Ozocubu's Armour was an Ice/[[Charms]] spell, and did not function entirely with heavy armour ([[encumbrance rating]] > 5), instead of an encumbrance being a penalty.
 
*Prior to [[0.22]], Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.
 
*Prior to [[0.22]], Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.
 
*Prior to [[0.18]], Ozocubu's Armour did not come with a speed penalty.
 
*Prior to [[0.18]], Ozocubu's Armour did not come with a speed penalty.

Latest revision as of 11:12, 6 November 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Ozocubu's armour.png Ozocubu's Armour
Level 3
School1 Ice
Source(s) Book of Battle
Book of Winter
Casting noise 3
Spell noise 0
Power Cap 100
Flags No ghost
Envelops the caster's body in a protective layer of thick ice, granting a substantial bonus to armour as long as they remain in their current location. The ice will crack and fall away if the caster moves to a new position. The spell decreases in effectiveness in heavier armour, granting a lower bonus the higher the encumbrance rating of the caster's armour.

Ozocubu's Armour is a level 3 Ice Magic spell which can greatly increase your AC, provided the player remains stationary.

Ice Elementalists begin with this spell in their libraries.

Useful Info

The caster gains a boost of AC for a short duration. This spell is less effective for casters wearing heavier armour. The duration and size of this AC boost is shown below:

Normal AC Boost: 5 + (4 * Spellpower / 50) AC (max. 13)

Penalty: - (Encumbrance / 2) AC

Duration: 20 + 2d(Spellpower) turns.

For the spell to remain in effect, you must remain in place. You can still move, but doing so ends the effect. Even "involuntary" movement (e.g. being teleported or trampled) breaks the armour. In addition, taking fire damage from beams greatly reduces the armour's duration.

Strategy

Ozocubu's Armour provides a very useful AC boost to any character who wears light armour and can manage the (minimal) skill investment. Even at its lowest spellpower, it's still on par with a ring of protection. Shapeshifters and species with no body armour slot (Felids, Octopodes, and Draconians) appreciate this spell more, while it lets other species "get away" with lighter pieces of armour.

Frozen Ramparts is a natural companion; it too is a level 3 Ice Magic spell that breaks when you move.

History

  • Prior to 0.31, this spell wouldn't work with Statue Form.
  • Prior to 0.27, certain involuntary movements, such as Blink, would not break the armour. Also, the spell would melt when used over lava.
  • Prior to 0.26, Ozocubu's Armour was an Ice/Charms spell, and did not function entirely with heavy armour (encumbrance rating > 5), instead of an encumbrance being a penalty.
  • Prior to 0.22, Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.
  • Prior to 0.18, Ozocubu's Armour did not come with a speed penalty.
  • Prior to 0.17, the effects of this spell were boosted in Ice Form and used the formula was 6 + 7 * (Spellpower/50) AC. (Max 20)
  • Prior to 0.15, the bonus AC calculation was link to your Ice Magic skill, not your spellpower:
    • Normal AC Boost: 4 + (Ice Magic/3)
    • Ice Form AC Boost: 5 + (Ice Magic * (7/12))
  • Prior to 0.14, the encumbrance rating limit for this spell was 6, allowing it to work with mottled dragon armour.