Difference between revisions of "Protection"
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{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br> | {{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br> | ||
Shield: It protects its wearer from harm (+3 to AC).}} | Shield: It protects its wearer from harm (+3 to AC).}} | ||
− | + | The '''protection''' [[brand]]/[[ego]] does the following: | |
+ | *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 (but you can only have up to 5 turns at a time). | ||
+ | *On [[shield]]s, grants a permanent +3 AC bonus. | ||
==Desirability== | ==Desirability== | ||
The damage output sacrificed by choosing a defensive brand is significant, but - especially in the early game when characters often have little defence - 7 points of AC can contribute greatly to survivability. | The damage output sacrificed by choosing a defensive brand is significant, but - especially in the early game when characters often have little defence - 7 points of AC can contribute greatly to survivability. | ||
+ | |||
+ | 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 [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit. | *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 (brand)|evasion]]. | *Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]]. | ||
+ | |||
+ | ==References== | ||
+ | <references/> | ||
{{brands}} | {{brands}} | ||
+ | |||
[[Category:Brands]] | [[Category:Brands]] | ||
[[Category:Egos]] | [[Category:Egos]] |
Latest revision as of 00:50, 3 September 2023
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 (but you can only have up to 5 turns at a time).
- On shields, grants a permanent +3 AC bonus.
Desirability
The damage output sacrificed by choosing a defensive brand is significant, but - especially in the early game when characters often have little defence - 7 points of AC can contribute greatly to survivability.
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
- ↑ player.cc:8402 (0.30.1)
Brands | |
---|---|
Melee weapons | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |