Difference between revisions of "Animate Armour"

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'''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.
 
'''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.
  
==Effect==
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==Useful Info==
 
Summons a maximum of one animated armour, with stats dependent on the Base [[AC]] of your body armour:
 
Summons a maximum of one animated armour, with stats dependent on the Base [[AC]] of your body armour:
 
*HP: Base 40
 
*HP: Base 40
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*Is mindless and [[fly]]ing.
 
*Is mindless and [[fly]]ing.
  
Other means of increasing [[AC]] (whether from the armour's [[enchantment]], [[mutation]]s, or being a [[Gargoyle]]) do 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]].
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Other means of increasing [[AC]] (whether from the armour's [[enchantment]], [[mutation]]s, or being a [[Gargoyle]]) do not affect the spirit's stats, however, as the spirit "wears" itself, it gains benefits from enchant, [[artefact]] properties, [[dragon scales]]' resistances, etc.
  
 
[[Draconian]]s, [[Felid]]s, and [[Octopode]]s cannot use this spell, as they cannot wear body armour. Neither can players in an armour-melding [[Transformation|form]], though swapping forms or taking off your armour will not dispel the summon.
 
[[Draconian]]s, [[Felid]]s, and [[Octopode]]s cannot use this spell, as they cannot wear body armour. Neither can players in an armour-melding [[Transformation|form]], though swapping forms or taking off your armour will not dispel the summon.
  
 
==Strategy==
 
==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 battles alone. High-stat characters, such as [[Demigod]]s, [[Ogre]]s, and worshippers of [[Cheibriados]], are the most likely to wear, and cast in, a suitable piece of armour.
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This spell is meant primarily for melee-caster hybrids, giving you an extra ally in melee. Even when created using the heaviest armour, the summon is relatively frail and will not win too many battles alone. High-stat characters, such as [[Demigod]]s, [[Ogre]]s, and worshippers of [[Cheibriados]], are the most likely to wear, and cast in, a suitable piece of armour.
  
 
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. Meanwhile, [[quicksilver dragon scales]] synergize well: they have a high base AC, but very low encumbrance.
 
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. Meanwhile, [[quicksilver dragon scales]] synergize well: they have a high base AC, but very low encumbrance.

Revision as of 18:26, 25 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
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/Summonings spell which brings forth your armour's spirit into battle as an animated armour. The heavier your armour, the stronger it will be.

Useful Info

Summons a maximum of one animated armour, with stats dependent on the Base AC of your body armour:

Other means of increasing AC (whether from the armour's enchantment, mutations, or being a Gargoyle) do not affect the spirit's stats, however, as the spirit "wears" itself, it gains benefits from enchant, artefact properties, dragon scales' resistances, etc.

Draconians, Felids, and Octopodes cannot use this spell, as they cannot wear body armour. Neither can players in an armour-melding form, though swapping forms or taking off your armour will not dispel the summon.

Strategy

This spell is meant primarily for melee-caster hybrids, giving you an extra ally in melee. Even when created using the heaviest armour, the summon is relatively frail and will not win too many battles alone. High-stat characters, such as Demigods, Ogres, and worshippers of Cheibriados, are the most likely to wear, and cast in, a suitable piece of armour.

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. Meanwhile, quicksilver dragon scales synergize well: they have a high base AC, but very low encumbrance.

History

  • Prior to 0.29, animated armours did not fly.
  • Animate Armour was added in 0.27.

References