Difference between revisions of "Protection"

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(Updated for 0.15)
(Remove suggestion that casters passively wield one - no hitting, no benefit.)
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{{flavour|Weapon: It protects the one who wields it against injury (+5 to AC).<br>Shield: It protects its wearer from harm (+3 to AC).}}
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{{flavour|Weapon: It protects the one who wields it against injury (+AC on strike).<br>Shield: It protects its wearer from harm (+3 to AC).}}
  
Unlike most [[brand]]s, weapons of '''protection''' do not offer the wielder any additional damage output. Instead, the wielder gains a +5 bonus to [[AC]], significantly improving your ability to mitigate injury. [[Shields]] of protection function similarly, except that they only offer a +3 bonus.
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Unlike most [[brand]]s, weapons of '''protection''' do not offer the wielder any additional damage output. Instead, the wielder gains a +7 bonus to [[AC]] for a short period after hitting with the weapon, significantly improving your ability to mitigate injury. [[Shields]] of protection offer a constant +3 bonus.
  
 
==Desirability==
 
==Desirability==
This is a nice brand for casters who don't use their weapon much, as even the most powerful offensive brand doesn't matter if you don't have the skill to land a hit reliably. An [[enhancer staff]] is likely more desirable for most combat casters, but that shouldn't rule protection out as a swap when spell power is less critical.
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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.
 
 
Characters who actually intend to use their weapons for offensive purposes benefit from protection as well, particularly in the early game where many characters have next to no defense to speak of. The damage output sacrificed by choosing a defensive brand can be significant, but staying alive is more important than being able to kill things a turn or two faster.
 
  
 
==History==
 
==History==

Revision as of 15:31, 21 March 2017

Version 0.19: This article may not be up to date for the latest stable release of Crawl.
Weapon: It protects the one who wields it against injury (+AC on strike).
Shield: It protects its wearer from harm (+3 to AC).

Unlike most brands, weapons of protection do not offer the wielder any additional damage output. Instead, the wielder gains a +7 bonus to AC for a short period after hitting with the weapon, significantly improving your ability to mitigate injury. Shields of protection offer a constant +3 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.

History

Prior to 0.6, ranged weapons would generate with the protection brand instead of evasion.

Brands
Melee weapons AntimagicChaosDistortionDragon slayingDrainingElectrocutionFlamingFreezingHoly wrathPainProtectionReachingReapingSpeedVampiricVenomVorpal
Launchers ElectrocutionEvasionFlameFrostPenetrationSpeedVenomVorpal
Throwing weapons AtropaCurareDaturaDispersalPenetrationPoisonedReturningSilver