Difference between revisions of "Protection"
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− | + | {{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br> | |
− | {{flavour|Weapon: It | + | 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]]. | + | *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 (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 | |
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Melee weapons | Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom Disruption • Dragon slaying • Reaping • Silver |
Launchers | Antimagic • Draining • Electrocution • Flaming • Freezing • Heavy • Penetration • Speed |
Throwing weapons | Atropa • Curare • Datura • Dispersal • Poisoned • Silver |