Difference between revisions of "Protection"

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(Update to 0.25)
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{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br>
{{flavour|Weapon: It protects the one who wields it against injury (+AC on strike).<br>Shield: It protects its wearer from harm (+3 to AC).}}
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Shield: It protects its wearer from harm (+3 to AC).}}
  
 
Unlike most [[brand]]s, weapons of '''protection''' do not offer the wielder any additional damage output. Instead, the wielder gains a +7 bonus to [[AC]] for a short period after hitting with the weapon, significantly improving your ability to mitigate injury. [[Shields]] of protection offer a constant +3 bonus.
 
Unlike most [[brand]]s, weapons of '''protection''' do not offer the wielder any additional damage output. Instead, the wielder gains a +7 bonus to [[AC]] for a short period after hitting with the weapon, significantly improving your ability to mitigate injury. [[Shields]] of protection offer a constant +3 bonus.
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==History==
 
==History==
Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].
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*Prior to [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.
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*Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].
  
 
{{brands}}
 
{{brands}}
 
[[Category:Brands]]
 
[[Category:Brands]]
 
[[Category:Egos]]
 
[[Category:Egos]]

Revision as of 18:58, 23 September 2020

Version 0.25: 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).

Unlike most brands, weapons of protection do not offer the wielder any additional damage output. Instead, the wielder gains a +7 bonus to AC for a short period after hitting with the weapon, significantly improving your ability to mitigate injury. Shields of protection offer a constant +3 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.

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.
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver