Difference between revisions of "Animate Armour"
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'''Animate Armour''' is a level 4 [[Earth]]/[[Summonings]] spell which brings forth your armour's spirit into battle as an '''animated armour'''. The heavier your armour, the stronger it will be. | '''Animate Armour''' is a level 4 [[Earth]]/[[Summonings]] spell which brings forth your armour's spirit into battle as an '''animated armour'''. The heavier your armour, the stronger it will be. | ||
− | == | + | ==Useful Info== |
− | Summons | + | Summons an animated armour, which has stats dependent on the base [[AC]] of your body armour: |
*HP: Base 40 | *HP: Base 40 | ||
*AC: <code>2 * AC</code> | *AC: <code>2 * AC</code> | ||
− | *Attack: Hits twice for <code> AC + (AC * AC / 2)</code> damage.<ref>{{source ref|0. | + | *Attack: Hits twice for <code> AC + (AC * AC / 2)</code> damage.<ref>{{source ref|0.32.1|mon-util.cc|2147}}</ref> |
*Extremely slow movement speed. | *Extremely slow movement speed. | ||
*Infinite [[willpower]] | *Infinite [[willpower]] | ||
*Immunity to [[poison]] and [[negative energy]] | *Immunity to [[poison]] and [[negative energy]] | ||
*Is mindless and [[fly]]ing. | *Is mindless and [[fly]]ing. | ||
+ | *Gains innate resists dependent on the base type. | ||
− | Other means of increasing [[AC]] (whether from the armour's [[enchantment]], [[mutation]]s, or being a [[Gargoyle]]) do not affect the spirit's | + | Other means of increasing [[AC]] (whether from the armour's [[enchantment]], [[mutation]]s, or being a [[Gargoyle]]) do not directly affect the spirit's stats. |
+ | |||
+ | There is a summon cap of 1 animated armour; casting the spell again will cause the old summon to very quickly time out. | ||
[[Draconian]]s, [[Felid]]s, and [[Octopode]]s cannot use this spell, as they cannot wear body armour. Neither can players in an armour-melding [[Transformation|form]], though swapping forms or taking off your armour will not dispel the summon. | [[Draconian]]s, [[Felid]]s, and [[Octopode]]s cannot use this spell, as they cannot wear body armour. Neither can players in an armour-melding [[Transformation|form]], though swapping forms or taking off your armour will not dispel the summon. | ||
==Strategy== | ==Strategy== | ||
− | This spell is meant primarily for melee- | + | 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 slow and relatively frail - it will not win too many battles alone. |
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. | 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. | ||
+ | |||
+ | High-stat characters, such as [[Demigod]]s, [[Oni]], and worshippers of [[Cheibriados]], are the most likely to wear, and cast spells in, a suitable piece of armour. However, many characters can afford to use this on a mid-weight armour, such as [[swamp dragon scales|swamp]] or quicksilver dragon scales, effectively. | ||
==History== | ==History== | ||
+ | {{CBA|0.33|this spell will be renamed '''Awaken Armour''' and become an Earth/[[Forgecraft]] spell. Also, the spell will copy your body armour in its entirety and always summon it adjacent to you. The base HP will be reduced to 35.}} | ||
+ | *Prior to [[0.32]], animated armours did not gain resists innate to their base type. | ||
*Prior to [[0.29]], animated armours did not [[fly]]. | *Prior to [[0.29]], animated armours did not [[fly]]. | ||
*Animate Armour was added in [[0.27]]. | *Animate Armour was added in [[0.27]]. |
Latest revision as of 07:21, 18 November 2024
Animate Armour | |
---|---|
Level | 4 |
School1 | Earth |
School2 | Summoning |
Source(s) | Book of Armaments Book of Iron |
Casting noise | 4 |
Spell noise | 0 |
Power Cap | 50 |
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. |
Animate Armour is a level 4 Earth/Summonings spell which brings forth your armour's spirit into battle as an animated armour. The heavier your armour, the stronger it will be.
Contents
Useful Info
Summons an animated armour, which has stats dependent on the base AC of your body armour:
- HP: Base 40
- AC:
2 * AC
- Attack: Hits twice for
AC + (AC * AC / 2)
damage.[1] - Extremely slow movement speed.
- Infinite willpower
- Immunity to poison and negative energy
- Is mindless and flying.
- Gains innate resists dependent on the base type.
Other means of increasing AC (whether from the armour's enchantment, mutations, or being a Gargoyle) do not directly affect the spirit's stats.
There is a summon cap of 1 animated armour; casting the spell again will cause the old summon to very quickly time out.
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.
Strategy
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 slow and relatively frail - it will not win too many battles alone.
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.
High-stat characters, such as Demigods, Oni, and worshippers of Cheibriados, are the most likely to wear, and cast spells in, a suitable piece of armour. However, many characters can afford to use this on a mid-weight armour, such as swamp or quicksilver dragon scales, effectively.
History
- In 0.33, this spell will be renamed Awaken Armour and become an Earth/Forgecraft spell. Also, the spell will copy your body armour in its entirety and always summon it adjacent to you. The base HP will be reduced to 35.
- Prior to 0.32, animated armours did not gain resists innate to their base type.
- Prior to 0.29, animated armours did not fly.
- Animate Armour was added in 0.27.
References
- ↑ mon-util.cc:2147 (0.32.1)