Awaken Armour
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| | |
|---|---|
| Level | 4 |
| School1 | Earth |
| School2 | Forgecraft |
| Source(s) | Book of the Fortress Book of Iron |
| Casting noise | 4 |
| Spell noise | 0 |
| Power Cap | 50 |
| Draws upon the memory of your worn armour to manifest an echo of it that fights alongside you. This echo moves slowly, but the power of its blows increases dramatically with the weight of the armour used to form it. It possesses all the defensive properties of the armour itself. Spellpower increases its durability. |
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 / 2damage. - Extremely slow movement speed.
In addition, the armour is treated as a dancing weapon, so is nonliving:
- Infinite willpower
- Immunity to poison and negatie energy
- Is mindless.
Unable to wear armour, Draconians can not use this spell. The increased AC of Gargoyles, mutations, or enchantments, do not effect the armour's performance.
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.
History
- Animate Armour was added in 0.27.