Animate Armour
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/Summonings spell which brings forth your armour's spirit into battle as an animated armour. The heavier your armour, the stronger it will be.
Contents
Effect
Summons a maximum of one animated armour, with stats dependent on the Base AC of your armour:
- HP: Base 40
- AC:
2*AC
- Attack: Hits twice for
AC + AC * AC / 2
damage.[1] - Extremely slow movement speed.
- Infinite willpower
- Immunity to poison and negative energy
- Is mindless.
Increased AC (whether from the armour's enchantment, mutations, or being a Gargoyle) does not affect the spirit's performance. The spirit does not inherit resistances from the base armour, such as the corrosion resistance of acid dragon scales.
Draconians, Felids, and Octopodes cannot use this spell, as they cannot wear body armour.
Strategy
This spell is meant primarily for melee-spellcaster hybrids. Characters that appreciate an extra ally in melee benefit the most. Even when created using the heaviest armour, the summon is relatively frail and will not win too many 1v1s.
The armour's strength scales heavily with its base 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 twice - but the huge effort required to cast any spell in crystal plate could have been used on something more effective than creating a single slow ally.
History
- Animate Armour was added in 0.27.
References
- ↑ mon-util.cc:2062 (0.27.1)