Difference between revisions of "Protection"

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(Updated for 0.15)
 
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{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br>
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Shield: It protects its wearer from harm (+3 to AC).}}
  
{{flavour|Weapon: It protects the one who wields it against injury (+5 to AC).<br>Shield: It protects its wearer from harm (+3 to AC).}}
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The '''protection''' [[brand]]/[[ego]] does the following:
 
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*On [[weapon]]s, whenever an enemy is hit, the wielder gains +7 AC for 3-4 turns.<ref>{{source ref|0.30.1|player.cc|8402}}</ref> Further attacks will increase the duration, to a max. of 5 turns at a time.
Unlike most [[brand]]s, weapons of '''protection''' do not offer the wielder any additional damage output. Instead, the wielder gains a +5 bonus to [[AC]], significantly improving your ability to mitigate injury. [[Shields]] of protection function similarly, except that they only offer a +3 bonus.
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*On [[shield]]s, grants a permanent +3 AC bonus.
  
 
==Desirability==
 
==Desirability==
This is a nice brand for casters who don't use their weapon much, as even the most powerful offensive brand doesn't matter if you don't have the skill to land a hit reliably. An [[enhancer staff]] is likely more desirable for most combat casters, but that shouldn't rule protection out as a swap when spell power is less critical.
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Unlike other brands, protection doesn't increase damage, though the AC can be a great help in the early/mid game. However, since the AC boost never increases, it's likely worth replacing later on.
  
Characters who actually intend to use their weapons for offensive purposes benefit from protection as well, particularly in the early game where many characters have next to no defense to speak of. The damage output sacrificed by choosing a defensive brand can be significant, but staying alive is more important than being able to kill things a turn or two faster.
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Shields of protection are objectively stronger than plain shields. You may prefer a resistance, but since shield [[ego]]s are rare, a shield of protection can be your best option.
  
 
==History==
 
==History==
Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].
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*Prior to [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.
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*Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].
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==References==
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<references/>
  
 
{{brands}}
 
{{brands}}
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[[Category:Brands]]
 
[[Category:Brands]]
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[[Category:Egos]]

Latest revision as of 05:58, 29 October 2025

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).

Shield: It protects its wearer from harm (+3 to AC).

The protection brand/ego does the following:

  • On weapons, whenever an enemy is hit, the wielder gains +7 AC for 3-4 turns.[1] Further attacks will increase the duration, to a max. of 5 turns at a time.
  • On shields, grants a permanent +3 AC bonus.

Desirability

Unlike other brands, protection doesn't increase damage, though the AC can be a great help in the early/mid game. However, since the AC boost never increases, it's likely worth replacing later on.

Shields of protection are objectively stronger than plain shields. You may prefer a resistance, but since shield egos are rare, a shield of protection can be your best option.

History

  • Prior to 0.19, weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.
  • Prior to 0.6, ranged weapons would generate with the protection brand instead of evasion.

References

  1. player.cc:8402 (0.30.1)
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
Artefact only: CurareDeathbaneDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver