Difference between revisions of "Amulet of Elemental Vulnerability"

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{{flavour|A blue-steel amulet. Its creator, an exceedingly practical woman, designed it to provide powerful protection against mundane jabs, stabs and bites. It's worse than useless against fire and frost, but how often does anyone really need to worry about that?}}
 
{{flavour|A blue-steel amulet. Its creator, an exceedingly practical woman, designed it to provide powerful protection against mundane jabs, stabs and bites. It's worse than useless against fire and frost, but how often does anyone really need to worry about that?}}
  
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==Desirability==
 
==Desirability==
The '''amulet of Elemental Vulnerability''' is an odd piece of jewellery. Matching the [[ring of the Tortoise]]'s amazing AC buff is quite great, and poison is the killer of many, many early characters. But even in the Dungeon, there are many elemental threats. [[Orc wizard]]s can [[Throw Flame]], you don't want to be stuck next to an [[ice beast]], and the occasional [[brand]]ed weapon or [[vault]] might catch you off guard. The [[Lair]] isn't safe, either - a [[rime drake]] is bound to ruin your day. Overall, this amulet changes the threat list by a wide margin; it's best used by those who would struggle a lot with the mid-dungeon or [[Lair]], while stronger characters would now have to worry about a variety of new threats.
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The '''amulet of Elemental Vulnerability'''<ref>{{source ref|0.31.0|art-data.txt|1685}}</ref> is an odd piece of jewellery. Matching the [[ring of the Tortoise]]'s amazing AC buff is great, and [[poison]] is the killer of many, many early characters. But even in the early [[Dungeon]], there are many elemental threats.
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*In early Dungeon, you'll find [[orc wizard]]s (who cast Throw Flame) and [[ice beast]]s.
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*[[The Lair]] isn't safe either; it has [[rime drake]]s and the occasional [[lindwurm]].
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*Any weapon-wielding monster can have a weapon of [[flaming]] or [[freezing]], increasing their threat level significantly.  
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*You can also find [[unique]]s, like [[Dowan]], [[Azrael]], and [[Fannar]], with fire/cold attacks.
  
If and when you've found them, other amulets can compete heavily with this unrand. An [[amulet of regeneration]] provides strong protection in ordinary combat scenarios (and poison, too), while the [[amulet of reflection]] provides comparable defenses. Of course, they don't come with an elemental downside.
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Overall, this amulet will make 'average' encounters easier, but create entirely new threats in the process. Therefore, it is great for weak characters, namely those who struggle with the average encounters. Strong characters benefit much less: you can handle average encounters on your own, but this amulet can make you take damage spikes from otherwise nonthreatening enemies. (It introduces a ''player-side'' risk -- if *you* forget you are vulnerable, you can take surprising spikes of damage.)
  
Note that vulnerability does not stack; you'll take the same 150% fire damage whether you have rF- or rF--. However, it does mean that it is exceedingly difficult to get rid of said vulnerability, at least while still wearing the amulet.
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This artefact is more likely to spawn in the early game, where it is more likely to be useful. By the time you reach [[Vaults]] and [[Depths]], there are a large amount of fire/cold monsters, so it becomes a very questionable choice.
  
This artefact is more likely to spawn in the early game, where it is more likely to be useful.
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===Notes===
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*Vulnerabilities do not stack. Both rF-- and rF- give the same 150% damage from fire attacks and 200% damage from fire melee attacks.
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*[[AC]] protects against magic and most types of elemental damage, e.g. Throw Flame is reduced by AC. Melee "[[attack flavour]]s" (such as [[ice beast]] cold melee) are ''not'' blocked by AC - however, the ice beast needs to deal at least 1 physical damage in order to trigger the cold attack flavour.
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:In the very early game, the AC bonus can mean you take similar average damage from fire/ice attacks (though maximum damage increases):
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:*An orc wizard's Throw Flame deals 3d5 on its own. That's 9 avg. damage, 15 max. damage.
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:*With fire vulnerability, Throw Flame deals 3d5 * 1.5 damage. But the 8 AC reduces damage by an average of 4. That's 9.5 avg. damage, 23 max damage.
  
 
==History==
 
==History==

Latest revision as of 05:08, 4 August 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
A blue-steel amulet. Its creator, an exceedingly practical woman, designed it to provide powerful protection against mundane jabs, stabs and bites. It's worse than useless against fire and frost, but how often does anyone really need to worry about that?

Amulet of elemental vulnerability.png the amulet of Elemental Vulnerability

+8 AC
rPois
rC--
rF--

Desirability

The amulet of Elemental Vulnerability[1] is an odd piece of jewellery. Matching the ring of the Tortoise's amazing AC buff is great, and poison is the killer of many, many early characters. But even in the early Dungeon, there are many elemental threats.

Overall, this amulet will make 'average' encounters easier, but create entirely new threats in the process. Therefore, it is great for weak characters, namely those who struggle with the average encounters. Strong characters benefit much less: you can handle average encounters on your own, but this amulet can make you take damage spikes from otherwise nonthreatening enemies. (It introduces a player-side risk -- if *you* forget you are vulnerable, you can take surprising spikes of damage.)

This artefact is more likely to spawn in the early game, where it is more likely to be useful. By the time you reach Vaults and Depths, there are a large amount of fire/cold monsters, so it becomes a very questionable choice.

Notes

  • Vulnerabilities do not stack. Both rF-- and rF- give the same 150% damage from fire attacks and 200% damage from fire melee attacks.
  • AC protects against magic and most types of elemental damage, e.g. Throw Flame is reduced by AC. Melee "attack flavours" (such as ice beast cold melee) are not blocked by AC - however, the ice beast needs to deal at least 1 physical damage in order to trigger the cold attack flavour.
In the very early game, the AC bonus can mean you take similar average damage from fire/ice attacks (though maximum damage increases):
  • An orc wizard's Throw Flame deals 3d5 on its own. That's 9 avg. damage, 15 max. damage.
  • With fire vulnerability, Throw Flame deals 3d5 * 1.5 damage. But the 8 AC reduces damage by an average of 4. That's 9.5 avg. damage, 23 max damage.

History

  • The amulet of Elemental Vulnerabilty was introduced in 0.29.

References