Difference between revisions of "Armour (skill)"
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== Armour aptitudes == | == Armour aptitudes == | ||
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[[Felid]]s, [[Draconian]]s and [[Octopodes]] cannot train Armour due to their body restrictions. | [[Felid]]s, [[Draconian]]s and [[Octopodes]] cannot train Armour due to their body restrictions. |
Revision as of 20:30, 31 August 2013
Version 0.12: This article may not be up to date for the latest stable release of Crawl.
The Armour skill improves the effectiveness of your armour and reduces the penalties associated with the more cumbersome varieties of body armour.
AC bonus from Armour skill
If you're interested in the actual math the game uses, see the AC calculations page. Otherwise, the short version is that each level in the Armour skill increases the base AC of a piece of armour by a little over 4%.
The Armour skill also partially defrays your armour's Evasion penalty (see the Evasion page for more details).
Armour aptitudes
The Armour aptitudes of various races are as follows:
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
2 | 2 | -1 | -2 | -1 | -1 | 0 | N/A | N/A | 1 | 1 | -1 | 8 | 0 | -2 | -3 | 2 | 1 | -2 | -2 | N/A | -1 | -3 | 1 | -2 | -2 | -2 |
Felids, Draconians and Octopodes cannot train Armour due to their body restrictions.
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |