Difference between revisions of "Shields"
m |
m (link to size factor, now that it's nowhere on this page) |
||
Line 116: | Line 116: | ||
*Prior to [[0.30]], species [[size]] impacted shield encumbrance and SH score. Larger species were less encumbered by shields, but received slightly less SH from kite shields. Smaller species were the opposite, more SH from bucklers/kite shields, but more encumbered by them. | *Prior to [[0.30]], species [[size]] impacted shield encumbrance and SH score. Larger species were less encumbered by shields, but received slightly less SH from kite shields. Smaller species were the opposite, more SH from bucklers/kite shields, but more encumbered by them. | ||
*In [[0.28]], magical [[orb]]s were added as a new category of off-hand equipment. | *In [[0.28]], magical [[orb]]s were added as a new category of off-hand equipment. | ||
− | *Prior to [[0.28]], shields had a different penalty formula, <code>EV_penalty - skill / (5 + size_factor)</code> (buckler = 0.8 EV, kite shield = 3, tower shield = 5). Using shields at 0 skill was more encumbering, but certain skill thresholds (regular [[size]] species: 4 skill for buckler, 15 for kite shield, 25 for tower shield) negated penalties entirely. They also had a [[to-hit]] penalty. In addition, the two larger shields used [[strength]] (along with [[dexterity]]) to determine bonus SH. | + | *Prior to [[0.28]], shields had a different penalty formula, <code>EV_penalty - skill / (5 + [[Evasion#Base EV|size_factor]])</code> (buckler = 0.8 EV, kite shield = 3, tower shield = 5). Using shields at 0 skill was more encumbering, but certain skill thresholds (regular [[size]] species: 4 skill for buckler, 15 for kite shield, 25 for tower shield) negated penalties entirely. They also had a [[to-hit]] penalty. In addition, the two larger shields used [[strength]] (along with [[dexterity]]) to determine bonus SH. |
*Prior to [[0.27]], shields had a smaller penalty to [[attack delay]] (previously: <code>smaller of {1d(20 * EV)/20, 1d(20 * EV)/20}</code>, then rounded in weighted manner, instead of <code>1d(EV)</code>). | *Prior to [[0.27]], shields had a smaller penalty to [[attack delay]] (previously: <code>smaller of {1d(20 * EV)/20, 1d(20 * EV)/20}</code>, then rounded in weighted manner, instead of <code>1d(EV)</code>). | ||
*Prior to [[0.25]], [[kite shield]]s were known as just "shields" and [[tower shield]]s were called "large shields". | *Prior to [[0.25]], [[kite shield]]s were known as just "shields" and [[tower shield]]s were called "large shields". |
Revision as of 11:04, 15 August 2023
For the skill, see Shields (skill). For the item formerly known as just a shield, see kite shield.
“Let who will boast their courage in the field, I find but little safety from my shield. |
Shields are a kind of armour worn on one hand, preventing the use of two-handed weapons; they make use of the Shields skill. Unlike other armour, shields increase a character's SH defense, giving you a chance at blocking physical (and some magical) attacks entirely. There are three types of shield, from smallest to largest:
Orbs also occupy your off-hand slot, but provide no shielding, instead granting assorted magical effects from their special egos.
Some magical effects can also increase your SH score.
Contents
Shield Penalties
Wearing a shield imposes penalties to attack speed, EV, and spellcasting. While the penalty for wearing a buckler is almost negligible, a tower shield can seriously slow your attacks and make spellcasting unreliable.
EV Penalty
Your shield EV penalty is equal to:[1]
Stronger characters are less encumbered by shields, and anyone can eliminate shield penalty by maxing out the Shields skill.
Shield type | Encumbrance |
---|---|
Buckler | 5 |
Kite shield | 10 |
Tower shield | 15 |
The EV penalty is subtracted directly from your evasion. Your unrounded EV penalty is also used to calculate the other penalties.
Attack Penalty
The shield penalty, in units of EV, is converted into attack delay, in units of aut.
When you attack with a shield, it'll take 1d(EV_penalty)
aut longer.[2] This applies to weapons, missiles, and unarmed attacks. For non-integer EV penalties, it is rounded in a weighted manner before the attack penalty is calculated.
Spell Penalty
The spellcasting penalty is significantly more complicated. Shields add to "SpellFailure", not to be confused with your actual % chance of failure:
spell failure = 19 * ev_penalty
This is then modified by various functions described in the spell success page.
Egos
Bucklers, kite shields, and tower shields can spawn with the following egos[3]:
- ~3%, resistance
- 10%, fire resistance
- 10%, cold resistance
- 10%, poison resistance
- 10%, positive energy
- 19%, reflection
- 39%, protection
Shields of cold and fire resistance can also occasionally be found in ice caves and volcanoes, respectively.
Every orb has its own ego; see the orb page for more details.
Blocking
Effect
It's possible to block a melee attack or a ranged projectile attack if you wear a shield of some kind, or otherwise have SH. Your ability to block missiles doesn't benefit from missile-repelling effects like a scarf of repulsion, and you cannot benefit from any form of shield while you are confused, held, paralyzed, or petrified.
All melee attacks can be blocked (except for successful stabs), but many ranged attacks are unblockable:
- Penetrating attacks: Javelins, Bolt spells, Starburst...
- Almost everything with perfect accuracy: Magic Dart, Smiting, Chain Lightning, Explosions (Fireball, Damnation), Shatter...
- Orb of Destruction is the only spell that ignores EV but can be blocked.
Some examples of ranged attacks that can be blocked:
- Ranged weapons like shortbows and slings
- Spells that fire single-target projectiles like Iron Shot, Poison Arrow, Orb of Destruction, Sandblast
If the attacker's pierce value is less than the defender's blocking value (see below for details), the attack does no damage. Shield blocking is done before rolling your evasion or your AC, but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly.
SH calculation
If you are wielding a physical shield, its SH is determined as follows:[4]
- Your Base SH is determined by type of shield. 3 for bucklers, 8 for kite shields, 13 for tower shields.
- Add Skill Bonus of
(base_SH/40 + 0.19) * skill
.- Add another 0.57 if skill ≥ 3, else add
0.19 * skill
.
- Add another 0.57 if skill ≥ 3, else add
- Add Stat Bonus of
DEX * 38 * (base_SH + 13) / 5200
. - Add Enchantment value. +1 enchantment = +1 SH.
- Add 0.25 SH.[5]
All other sources of SH (Qazlal shield, amulet of reflection...) are flat bonuses, and are added on top of the physical shield bonus. The final value is rounded to the nearest integer and displayed as the player's SH value.
If you are paralysed, petrified, or if dexterity is 0, then SH is set to 0 regardless of any other factors.
Chance to block
The game compares the attacker's "pierce value" to the defender's "block value".
The attacker's pierce value is dependent on their to-hit (accuracy) and the type of attack:
- Melee attack:
1d(15 + to_hit/2 + 5×past_blocks^2)
- Ranged attack:
1d(1.3×to hit + 5×past_blocks^2)
The defender's blocking value is equal to:
- All attacks:
2d(2×SH)/6 - 1.3
- Divide by 3 against melee attacks from invisible opponents.
If the blocking value is greater or equal than the attacker's pierce value, the attack is blocked.
History
- Prior to 0.30, species size impacted shield encumbrance and SH score. Larger species were less encumbered by shields, but received slightly less SH from kite shields. Smaller species were the opposite, more SH from bucklers/kite shields, but more encumbered by them.
- In 0.28, magical orbs were added as a new category of off-hand equipment.
- Prior to 0.28, shields had a different penalty formula,
EV_penalty - skill / (5 + size_factor)
(buckler = 0.8 EV, kite shield = 3, tower shield = 5). Using shields at 0 skill was more encumbering, but certain skill thresholds (regular size species: 4 skill for buckler, 15 for kite shield, 25 for tower shield) negated penalties entirely. They also had a to-hit penalty. In addition, the two larger shields used strength (along with dexterity) to determine bonus SH. - Prior to 0.27, shields had a smaller penalty to attack delay (previously:
smaller of {1d(20 * EV)/20, 1d(20 * EV)/20}
, then rounded in weighted manner, instead of1d(EV)
). - Prior to 0.25, kite shields were known as just "shields" and tower shields were called "large shields".
- Prior to 0.17, unarmed attacks had a speed penalty when attacking with a shield equipped.
- Prior to 0.16, the amount of skill required to negate penalties for wearing a shield was more complex.
References
- ↑ player.cc:5739 (0.30.0)
- ↑ player-act.cc:348 (0.30.0)
- ↑ makeitem.cc:741 (0.29.1)
- ↑ player.cc:2160 (0.30.0)
These values are divided by 200 by later functions. - ↑ player.cc:2213 (0.30.0)
Divided by 2 by a later function.
Armour | |
---|---|
Body Armour | Leather armour • Ring mail • Scale mail • Chain mail • Plate armour • Crystal plate armour
Robe • Animal skin • Troll leather armour • Steam dragon scales • Acid dragon scales • |
Miscellaneous | Hat • Helmet • Cloak • Scarf • Gloves • Boots • Barding |
Shields | Buckler • Kite shield • Tower shield • Orb |