Ozocubu's Armour

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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:

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. The armour will break, even during "involuntary" movement: e.g., being teleported.

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 involuntary 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 heavy armour (encumbrance rating > 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.