Difference between revisions of "Animate Armour"

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(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 [[negatie energy]]
+
*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 armour's performance.
+
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-spell hybrids. 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 by the time you can reliably cast Animate Armour, you'd have better spells to choose from.
+
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

Version 0.27: 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.
Animate armour.png Animate Armour
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.

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:

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.

References