Difference between revisions of "Protection"

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'''Protection''' is a [[brand]] which adds a bonus to the player's [[AC]]. If applied to a melee weapon, the bonus is +5.  If applied to a shield, the bonus is +3.
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{{version030}}
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{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br>
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Shield: It protects its wearer from harm (+3 to AC).}}
  
==Strategy==
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The '''protection''' [[brand]]/[[ego]] does the following:
This is a nice brand for casters who don't use their weapon much.
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*On [[weapon]]s, whenever an enemy is hit, the wielder gains +7 AC for 3-4 turns.<ref>{{source ref|0.30.1|player.cc|8402}}</ref> Further attacks will increase the duration (but you can only have up to 5 turns at a time).
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*On [[shield]]s, grants a permanent +3 AC bonus.
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==Desirability==
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The damage output sacrificed by choosing a defensive brand is significant, but - especially in the early game when characters often have little defence - 7 points of AC can contribute greatly to survivability.
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Shields of protection are objectively stronger than plain shields. You may prefer a resistance, but since shield [[ego]]s are rare, a shield of protection can be your best option.
  
 
==History==
 
==History==
Prior to [[0.6]], ranged weapons could have this as well. Now they receive [[Evasion (brand)|Evasion]] instead.
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*Prior to [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.
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*Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].
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==References==
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<references/>
  
 
{{brands}}
 
{{brands}}
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[[Category:Brands]]
 
[[Category:Brands]]
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[[Category:Egos]]

Latest revision as of 01:50, 3 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).

Shield: It protects its wearer from harm (+3 to AC).

The protection brand/ego does the following:

  • On weapons, whenever an enemy is hit, the wielder gains +7 AC for 3-4 turns.[1] Further attacks will increase the duration (but you can only have up to 5 turns at a time).
  • On shields, grants a permanent +3 AC bonus.

Desirability

The damage output sacrificed by choosing a defensive brand is significant, but - especially in the early game when characters often have little defence - 7 points of AC can contribute greatly to survivability.

Shields of protection are objectively stronger than plain shields. You may prefer a resistance, but since shield egos are rare, a shield of protection can be your best option.

History

  • Prior to 0.19, weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.
  • Prior to 0.6, ranged weapons would generate with the protection brand instead of evasion.

References

  1. player.cc:8402 (0.30.1)
Brands
Melee weapons AntimagicChaosDistortionDrainingElectrocutionFlamingFreezingHeavyHoly wrathPainProtectionReachingSpectralSpeedVampiricVenom
DisruptionDragon slayingReapingSilver
Launchers AntimagicDrainingElectrocutionFlamingFreezingHeavyPenetrationSpeed
Throwing weapons AtropaCurareDaturaDispersalPoisonedSilver