Difference between revisions of "Ozocubu's Armour"

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(crystal ballin')
(i don't actually know ac change with heavy armor)
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{{Spell
 
{{Spell
 
|name=Ozocubu's Armour
 
|name=Ozocubu's Armour
 
|level=3
 
|level=3
|school1={{Charms}}
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|school1={{Ice Magic}}
|school2={{Ice Magic}}
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|school2=
 
|school3=
 
|school3=
 
|sources=<div>
 
|sources=<div>
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}}
 
}}
  
{{Flavour|Envelops the caster's body in a protective layer of thick ice, granting a substantial bonus to armour as long as they remain in their current location. The ice will crack and fall away if the caster moves to a new position. The spell will not function for casters already wearing heavy armour (any body armour with an encumbrance rating of 5 or more)}}
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{{Flavour|Envelops the caster's body in a protective layer of thick ice, granting a substantial bonus to armour as long as they remain in their current location. The ice will crack and fall away if the caster moves to a new position.}}
  
'''Ozocubu's Armour''' is a level 3 [[Charms]]/[[Ice Magic]] spell which can greatly increase your [[AC]], provided the player remain stationary.  The duration and size of this AC boost (which stacks with [[Ice Form]]) is shown below:
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'''Ozocubu's Armour''' is a level 3 [[Ice Magic]] spell which can greatly increase your [[AC]], provided the player remain stationary.  The duration and size of this AC boost (which stacks with [[Ice Form]]) is shown below:
  
 
{{crawlquote|'''Normal AC Boost''': 5 + 4 * (Spellpower/50) AC. (Max 13)<br>
 
{{crawlquote|'''Normal AC Boost''': 5 + 4 * (Spellpower/50) AC. (Max 13)<br>
 
'''Duration''': 20 + 2d(Spellpower) turns.}}
 
'''Duration''': 20 + 2d(Spellpower) turns.}}
  
Ozocubu's Armour does have significant restrictions. The spell will fail if cast while wearing armour with an [[encumbrance rating]] of 5 or more, limiting the caster to [[robe]]s, [[leather armour]], [[troll leather armour]], or [[steam dragon scales]]. Taking fire damage from beams greatly reduces its duration. The spell also conflicts with [[Statue Form]] and [[Ring of Flames]], and cannot be used if either of these has been cast. Finally, of course, for the spell to remain in effect, the player may not move. However, many exceptions apply, including [[blink]]ing, [[teleport]]ing, and "involuntary" movement: e.g., being teleported, [[trample]]d, [[Banishment|banish]]ed, moved by a [[wind blast]] or [[vortex]], etc.
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This spell is less effective for casters wearing heavier armour or under [[Statue FOrm]]. Taking fire damage from beams greatly reduces its duration. Finally, for the spell to remain in effect, the player may not move. However, many exceptions apply, including [[blink]]ing, [[teleport]]ing, and "involuntary" movement: e.g., being teleported, [[trample]]d, [[Banishment|banish]]ed, moved by a [[wind blast]] or [[vortex]], etc.
  
 
==Strategy==
 
==Strategy==
Ozocubu's Armour can be a very useful spell, providing a massive AC boost to any character who can manage the minimal skill investment required to cast it and who doesn't intend to wear heavy armour. Even at its lowest spellpower, it's still equivalent to wearing an additional full strength [[ring of protection]]. [[Species]] with no body armour slot ([[felid]]s, [[octopode]]s, and [[draconian]]s) can and should keep an eye out for this spell. Other species that happen to find it can usually afford to drop down to a lighter class of gear; a fully enchanted robe of [[resistance (ego)|resistance]] or [[troll leather armour]] can prove extremely effective in conjunction with OA, and that's assuming you don't find a [[salamander hide armour|useful]] [[moon troll leather armour|artefact]] option. Just be prepared to recast it on occasion when facing opponents which deal heavy fire damage; the damage it helps soak is usually worth the time spent refreshing mid-combat. OA is the final buff to a weakly-armoured player that has decided to let the enemy come to him.
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Ozocubu's Armour can be a very useful spell, providing a massive AC boost to any character who can manage the minimal skill investment required to cast it and who doesn't intend to wear heavy armour. Even at its lowest spellpower, it's still on par with a [[ring of protection]]. [[Species]] with no body armour slot ([[Felid]]s, [[Octopode]]s, and [[Draconian]]s) can and should keep an eye out for this spell, while other species can afford to wear a lighter piece of armour. [[Frozen Ramparts]] is a natural fit; it too is a level 3 Ice Magic spell that breaks when you move.
  
 
==History==
 
==History==
*In [[0.26]], Ozocubu's Armour will be a pure Ice Magic spell and will function even with heavy armour, but with a reduced effect based on the armour's evasion penalty.
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*Prior to [[0.27]], certain movements, such as [[Blink]], would not break the armour.
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*Prior to [[0.26]], Ozocubu's Armour was an Ice/[[Charms]] spell and did not function with armour with an [[encumberance]] rating above 5.
 
*Prior to [[0.22]], Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.
 
*Prior to [[0.22]], Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.
 
*Prior to [[0.18]], Ozocubu's Armour did not come with a speed penalty.
 
*Prior to [[0.18]], Ozocubu's Armour did not come with a speed penalty.

Revision as of 12:51, 13 July 2021

Version 0.26: This article may not be up to date for the latest stable release of Crawl.
This page is a stub. You could probably expand this page should you wish to do so.
Ozocubu's armour.png Ozocubu's Armour
Level 3
School1 Ice
Source(s)
Casting noise 3
Spell noise 0
Envelops the caster's body in a protective layer of thick ice, granting a substantial bonus to armour as long as they remain in their current location. The ice will crack and fall away if the caster moves to a new position.

Ozocubu's Armour is a level 3 Ice Magic spell which can greatly increase your AC, provided the player remain stationary. The duration and size of this AC boost (which stacks with Ice Form) is shown below:

Normal AC Boost: 5 + 4 * (Spellpower/50) AC. (Max 13)
Duration: 20 + 2d(Spellpower) turns.

This spell is less effective for casters wearing heavier armour or under Statue FOrm. Taking fire damage from beams greatly reduces its duration. Finally, for the spell to remain in effect, the player may not move. However, many exceptions apply, including blinking, teleporting, and "involuntary" movement: e.g., being teleported, trampled, banished, moved by a wind blast or vortex, etc.

Strategy

Ozocubu's Armour can be a very useful spell, providing a massive AC boost to any character who can manage the minimal skill investment required to cast it and who doesn't intend to wear heavy armour. Even at its lowest spellpower, it's still on par with a ring of protection. Species with no body armour slot (Felids, Octopodes, and Draconians) can and should keep an eye out for this spell, while other species can afford to wear a lighter piece of armour. Frozen Ramparts is a natural fit; it too is a level 3 Ice Magic spell that breaks when you move.

History

  • Prior to 0.27, certain movements, such as Blink, would not break the armour.
  • Prior to 0.26, Ozocubu's Armour was an Ice/Charms spell and did not function with armour with an encumberance rating above 5.
  • Prior to 0.22, Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.
  • Prior to 0.18, Ozocubu's Armour did not come with a speed penalty.
  • Prior to 0.17, the effects of this spell were boosted in Ice Form and used the formula was 6 + 7 * (Spellpower/50) AC. (Max 20)
  • Prior to 0.15, the bonus AC calculation was link to your Ice Magic skill, not your spellpower:
    • Normal AC Boost: 4 + (Ice Magic/3)
    • Ice Form AC Boost: 5 + (Ice Magic * (7/12))
  • Prior to 0.14, the encumbrance rating limit for this spell was 6, allowing it to work with mottled dragon armour.