Difference between revisions of "Animate Armour"

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(wording ould def be cleaned up (as well as template))
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'''Animate Armour''' is a level 4 [[Earth]]/[[Summonings|Summoning]] spell which brings forth your armour's spirit into battle. The heavier your armour, the stronger it will be.
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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.
  
 
==Effect==
 
==Effect==
Summons a maximum of one armour ally to battle, with stats dependent on the [[AC]] of your armour:
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Summons a maximum of one animated armour, with stats dependent on the Base [[AC]] of your armour:
 
*HP: Base 40
 
*HP: Base 40
 
*AC: <code>2*AC</code>
 
*AC: <code>2*AC</code>
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*Is mindless.
 
*Is mindless.
  
Unable to wear body armour, [[Draconian]]s and [[Felid]]s can not use this spell. The increased [[AC]] of [[Gargoyle]]s, [[mutation]]s, or [[scroll of enchant armour|enchantment]]s, do not effect the spirit's performance. The spirit does not inherit resistances from the armour itself, such as the [[corrosion]] resistance from [[acid dragon scales]].
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Increased [[AC]] (whether from the armour's [[enchantment]], [[mutation]]s, or being a [[Gargoyle]]) does not affect the spirit's performance. The spirit does not inherit resistances from the base armour, such as the [[corrosion]] resistance of [[acid dragon scales]].
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[[Draconian]]s, [[Felid]]s, and [[Octopode]]s cannot use this spell, as they cannot wear body armour.  
  
 
==Strategy==
 
==Strategy==
This spell is meant primarially for melee-spellcaster hybrids. Characters that appreciate an extra ally in melee benefit the most. Even while wearing the heaviest armour, the summon is relatively frail and will not win too many 1v1s.
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This spell is meant primarily for melee-spellcaster hybrids. Characters that appreciate an extra ally in melee benefit the most. Even when created using the heaviest armour, the summon is relatively frail and will not win too many 1v1s.
  
The armour's strength scales heavily with 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 could have been used on aanything else.
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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.
  
 
==History==
 
==History==

Revision as of 11:45, 6 August 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
Animate armour.png 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.

Effect

Summons a maximum of one animated armour, with stats dependent on the Base AC of your 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.

Increased AC (whether from the armour's enchantment, mutations, or being a Gargoyle) does not affect the spirit's performance. The spirit does not inherit resistances from the base armour, such as the corrosion resistance of acid dragon scales.

Draconians, Felids, and Octopodes cannot use this spell, as they cannot wear body armour.

Strategy

This spell is meant primarily for melee-spellcaster hybrids. Characters that appreciate an extra ally in melee benefit the most. Even when created using the heaviest armour, the summon is relatively frail and will not win too many 1v1s.

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.

History

  • Animate Armour was added in 0.27.

References