Difference between revisions of "Hat of the High Council"

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(wizard hat -> hat)
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{{version014}}
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{{obsolete}}
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances their spell power.}}
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{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells.}}
  
 
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''
 
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''
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[[Archmagi]]<br>
 
[[Archmagi]]<br>
 
Anti-[[wizardry]]<br>
 
Anti-[[wizardry]]<br>
-20 [[Stealth]]
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-50 [[Stealth]]
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The anti-wizardry property of this fixedart adds a raw +7% spell failure rate to all spells before other wizardry reductions are applied. See [[Spell Success]] for details.
  
 
==Desirability==
 
==Desirability==
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Wild Magic]] [[mutation]], characters who use little magic will have no use for it, as its defensive value is slightly worse than a normal +2 [[helmet]] even without the [[stealth]] penalty. Hybrid fighters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is usually preferable to casting spells with high power. The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome.
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The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Good_mutations#Wild_Magic|Wild Magic mutation]], characters who use little magic will have no use for it, as its defensive value is worse than a normal +2 [[helmet]] even before you consider the [[stealth]] penalty. Hybrid combat/spellcasters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is almost always preferable to casting spells with high power.
  
Melee fighters unable to wear helmets may also want this, provided they don't mind the fairly minor stealth penalty.  A branded or artefact [[hat]] will be better, but those can be somewhat rare.
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The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who have stabilized their highest level spells are likely to fit this category.
  
 
==History==
 
==History==
The hat of the High Council was added in [[0.14]].
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*This artifact was removed in [[0.20]].
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*In [[0.15]], the stealth penalty was increased from -20 to -50.
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*The hat of the High Council was added in [[0.14]].
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]
 
[[Category:Headgear]]
 
[[Category:Headgear]]

Latest revision as of 13:05, 9 May 2018

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells.

Hat of the High Council.png the +2 hat of the High Council

+2 hat

Archmagi
Anti-wizardry
-50 Stealth

The anti-wizardry property of this fixedart adds a raw +7% spell failure rate to all spells before other wizardry reductions are applied. See Spell Success for details.

Desirability

The hat of the High Council is a piece of headgear to be used carefully. Essentially giving you the Wild Magic mutation, characters who use little magic will have no use for it, as its defensive value is worse than a normal +2 helmet even before you consider the stealth penalty. Hybrid combat/spellcasters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is almost always preferable to casting spells with high power.

The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who have stabilized their highest level spells are likely to fit this category.

History

  • This artifact was removed in 0.20.
  • In 0.15, the stealth penalty was increased from -20 to -50.
  • The hat of the High Council was added in 0.14.