Difference between revisions of "Animate Armour"
(I'd imagine we'd have a template for the animated armour, but this will do) |
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In addition, the armour is treated as a [[dancing weapon]], so is [[nonliving]]: | In addition, the armour is treated as a [[dancing weapon]], so is [[nonliving]]: | ||
*Infinite [[willpower]] | *Infinite [[willpower]] | ||
− | *Immunity to [[poison]] and [[ | + | *Immunity to [[poison]] and [[negative energy]] |
*Is mindless. | *Is mindless. | ||
− | Unable to wear armour, [[Draconian]]s can not use this spell. The increased [[AC]] of [[Gargoyle]]s, [[mutation]]s, or [[scroll of enchant armour|enchantment]]s, do not effect the | + | Unable to wear body armour, [[Draconian]]s can not use this spell. The increased [[AC]] of [[Gargoyle]]s, [[mutation]]s, or [[scroll of enchant armour|enchantment]]s, do not effect the spirit's performance. The spirit does not inherit resistances from the armour itself, such as the [[corrosion]] resistance from [[acid dragon scales]]. |
+ | |||
==Strategy== | ==Strategy== | ||
− | This spell is meant primarially for melee- | + | This spell is meant primarially for melee-spellcaster hybrids. Characters that appreciate an extra ally in melee benefit the most - even while wearing the heaviest armour, the summon is relatively frail. |
+ | |||
+ | The armour's strength scales heavily with AC; while a [[robe]] may hit twice for up to 4 damage, the relatively light [[fire dragon scales]] deals up to 40 damage per hit. A [[crystal plate armour]] can deal up to 112 damage - but the huge effort required to cast ''any'' spell could have been used on stronger spells. | ||
==History== | ==History== |
Revision as of 02:17, 6 August 2021
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Animate Armour | |
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Level | 4 |
School1 | Earth |
School2 | Summoning |
Source(s) | Book of Armaments Book of Iron |
Casting noise | 4 |
Spell noise | 0 |
Power Cap | 50 |
Call upon the spirit of your worn armour to fight alongside you. The spirit moves slowly, but draws strength from the inherent protection of your own armour. At higher power, the spirit becomes more durable. |
Animate Armour is a level 4 Earth/Summoning spell which brings forth your armour's spirit into battle. The heavier your armour, the stronger it will be.
Contents
Effect
Summons a maximum of one armour ally to battle, with stats dependent on the AC of your armour:
- HP: Base 40
- AC:
2*AC
- Attack: Hits twice for
AC + AC * ac / 2
damage. - Extremely slow movement speed.
In addition, the armour is treated as a dancing weapon, so is nonliving:
- Infinite willpower
- Immunity to poison and negative energy
- Is mindless.
Unable to wear body armour, Draconians can not use this spell. The increased AC of Gargoyles, mutations, or enchantments, do not effect the spirit's performance. The spirit does not inherit resistances from the armour itself, such as the corrosion resistance from acid dragon scales.
Strategy
This spell is meant primarially for melee-spellcaster hybrids. Characters that appreciate an extra ally in melee benefit the most - even while wearing the heaviest armour, the summon is relatively frail.
The armour's strength scales heavily with AC; while a robe may hit twice for up to 4 damage, the relatively light fire dragon scales deals up to 40 damage per hit. A crystal plate armour can deal up to 112 damage - but the huge effort required to cast any spell could have been used on stronger spells.
History
- Animate Armour was added in 0.27.