Difference between revisions of "Scroll of enchant armour"

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{{version021}}
 
{{item
 
{{item
 
  |itemtype=Scroll
 
  |itemtype=Scroll
 
  |name=Scroll of enchant armour
 
  |name=Scroll of enchant armour
|appearance=different
 
|cost=?
 
|weight=2.0
 
 
}}
 
}}
This scroll adds one to the enchantment level of [[armour]] item chosen from the inventory (and uncurse the item, if it was cursed). This includes headgear, gloves, cloaks, boots, shields, or body armor. To identify the scroll you must enchant an item of armour when you read it.
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{{flavour|A scroll that places an enchantment on a piece of armour chosen by the reader. Body armour and bardings can be enchanted up to the same value as their base AC. Bucklers, shields and large shields can be enchanted up to +3, +5 or +8 respectively, and other armour can be enchanted up to +2. Magical artefacts cannot be enchanted at all.
  
Note that artefact items can't be enchanted, so this scroll can only be used to uncurse them, which is generally a waste, given that a [[scroll of remove curse]] will do the same task and is far more common. Body armor can be enchanted up to its base protection, so for example, a [[leather armour]] can be enchanted to +3, a [[plate mail]] to +10, etc.  [[Barding]]s can be enchanted to +4, shields to +3, and all other pieces of armour can be enchanted to +2.  Artefacts can be generated with higher enchantments.  If a piece of armour can be enchanted further, this scroll will never fail, unlike scrolls of enchant weapon.
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It can also be used to enchant the hides of certain exotic creatures.}}
  
Enchanting armour to +5 will also make it immune to [[corrosion]].  This means, in practice, that the only mundane armours which can be made resistant to corrosion are heavier body armours, i.e. scale mails and up, as well as all dragon armours.  Bardings can be made nearly corrosion-resistant, with a 98% chance to resist at +4.
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Reading a '''scroll of enchant armour''' will immediately add +1 to the enchantment level of selected piece of [[armour]] in your [[inventory]], increasing its [[AC]] or [[SH]] by 1.
  
This scroll will also turn a [[troll hide|troll]] or [[dragon hide]] into the corresponding armour.
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==Usage==
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These [[scroll]]s can affect any kind of armour, be it [[hat]]s or [[helmet]]s, [[gloves]], [[cloak]]s, [[boots]], [[shields]], or [[body armour]].
  
==Tips & Tricks==
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[[Artefact]]s cannot be enchanted by this scroll.
If you don't have an obvious use for these scrolls, you can save them for when you need to satisfy the requirements of the [[treasure trove]] portal. (And since they're relatively rare, if you don't have [[conservation]], stash these as soon as you get them, lest they be destroyed by hostile fire arrows or magic.)
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The enchantment cannot be increased once maximum enchant level (see below) is reached.
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{| class="prettytable" style="text-align: center;"
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! colspan=2 | Maximum Enchantment Levels
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|-
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| [[Body armour]] || +([[Body armour|Armour's base AC]])
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|-
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| [[Barding]] || +4
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|-
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| [[Shields]] || +3 for [[Buckler]]s, +5 for [[Kite shield]]s, +8 for [[Tower shield]]s
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|-
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| All other armour || +2
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|}
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==Strategy==
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*If you find multiple scrolls of enchant armour early in the game and possess multiple pieces of armour, it is a good idea to spread single enchantments across multiple pieces of gear, rather than pooling everything into one item. This will help to maximize your [[AC]] in the long run, as helmets, cloaks, gloves, and boots with additional AC enchantments are usually common in the early to mid game.
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**For example, you may find a +0 helmet and +0 cloak, and decide to use your scrolls to upgrade to a +2 helmet. If you come across a +2 helmet lying on the ground, the additional enchantment would be wasted had you originally decided to upgrade to a +1 helmet and +1 cloak instead.
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**It is also useful to consider the rarity of [[ego]]s appearing on other pieces of armour. Cloaks are most likely to generate with an extra ego such as poison or magic resistance, followed by gloves, boots, and hats or helmets.
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*It might be tempting to save scrolls of enchant armour for when you've found a dragon armour that you'd like to fully enchant and use for the rest of the game, but be aware that surviving that long is much more difficult if your defenses are miserably low. Don't be too stingy with these scrolls in the early- and mid-game if you're having difficulty progressing.
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*If you don't have an obvious use for these scrolls, consider saving them for potentially satisfying the requirements of a [[treasure trove]] portal.
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==History==
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*Prior to [[0.19]], scrolls of enchant armour would convert [[dragon hide]]s into their respective [[dragon armour]]s.
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*Prior to [[0.18]], scrolls of enchant armour could remove [[curse]]s on armour.
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*Prior to [[0.8]], increasing the enchantment level could fail if it was already high.
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{{scrolls}}

Revision as of 06:40, 9 July 2020

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Type Scroll
Name Scroll of enchant armour
Icon Scroll of enchant armour.png
A scroll that places an enchantment on a piece of armour chosen by the reader. Body armour and bardings can be enchanted up to the same value as their base AC. Bucklers, shields and large shields can be enchanted up to +3, +5 or +8 respectively, and other armour can be enchanted up to +2. Magical artefacts cannot be enchanted at all.

It can also be used to enchant the hides of certain exotic creatures.

Reading a scroll of enchant armour will immediately add +1 to the enchantment level of selected piece of armour in your inventory, increasing its AC or SH by 1.

Usage

These scrolls can affect any kind of armour, be it hats or helmets, gloves, cloaks, boots, shields, or body armour.

Artefacts cannot be enchanted by this scroll.

The enchantment cannot be increased once maximum enchant level (see below) is reached.

Maximum Enchantment Levels
Body armour +(Armour's base AC)
Barding +4
Shields +3 for Bucklers, +5 for Kite shields, +8 for Tower shields
All other armour +2

Strategy

  • If you find multiple scrolls of enchant armour early in the game and possess multiple pieces of armour, it is a good idea to spread single enchantments across multiple pieces of gear, rather than pooling everything into one item. This will help to maximize your AC in the long run, as helmets, cloaks, gloves, and boots with additional AC enchantments are usually common in the early to mid game.
    • For example, you may find a +0 helmet and +0 cloak, and decide to use your scrolls to upgrade to a +2 helmet. If you come across a +2 helmet lying on the ground, the additional enchantment would be wasted had you originally decided to upgrade to a +1 helmet and +1 cloak instead.
    • It is also useful to consider the rarity of egos appearing on other pieces of armour. Cloaks are most likely to generate with an extra ego such as poison or magic resistance, followed by gloves, boots, and hats or helmets.
  • It might be tempting to save scrolls of enchant armour for when you've found a dragon armour that you'd like to fully enchant and use for the rest of the game, but be aware that surviving that long is much more difficult if your defenses are miserably low. Don't be too stingy with these scrolls in the early- and mid-game if you're having difficulty progressing.
  • If you don't have an obvious use for these scrolls, consider saving them for potentially satisfying the requirements of a treasure trove portal.

History

  • Prior to 0.19, scrolls of enchant armour would convert dragon hides into their respective dragon armours.
  • Prior to 0.18, scrolls of enchant armour could remove curses on armour.
  • Prior to 0.8, increasing the enchantment level could fail if it was already high.
Scrolls
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