Difference between revisions of "Scroll of enchant armour"

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{{item
 
{{item
 
  |itemtype=Scroll
 
  |itemtype=Scroll
 
  |name=Scroll of enchant armour
 
  |name=Scroll of enchant armour
|appearance=different
 
|cost=?
 
|weight=2.0
 
 
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Reading a '''scroll of enchant armour''' will immediately add +1 to the enchantment level of any piece of [[armour]] in your [[inventory]], increasing its [[AC]] by 1. If the item is [[cursed]], it will be uncursed as well. These [[scroll]]s can affect any kind of armour, be it headgear, gloves, cloaks, boots, shields, or body armor.
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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 armour rating. Bucklers, kite shields and tower 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.}}
  
Unlike [[scrolls of enchant weapon]], scrolls of enchant armour have no chance of failure; the selected armour will always improve unless it is already maximally enchanted or is an [[artefact]]. See the chart below for maximum armour enchantment levels:
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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.
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==Useful Info==
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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]]. However, [[scarves]] and [[orb]]s cannot be enchanted.
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[[Artefact]]s cannot be enchanted by this scroll.
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The enchantment cannot be increased once maximum enchant level (see below) is reached.
  
 
{| class="prettytable" style="text-align: center;"
 
{| class="prettytable" style="text-align: center;"
 
 
! colspan=2 | Maximum Enchantment Levels
 
! colspan=2 | Maximum Enchantment Levels
 
|-
 
|-
| Body Armour || +(Armour's base AC)
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| [[Body armour]] || +([[Body armour|Armour's base AC]])
 
|-
 
|-
| Barding || +4
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| [[Barding]] || +4
 
|-
 
|-
| Any shield || +3
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| [[Shields]] || +3 for [[Buckler]]s, +5 for [[Kite shield]]s, +8 for [[Tower shield]]s
 
|-
 
|-
 
| All other armour || +2
 
| All other armour || +2
 
|}
 
|}
  
Along with improving your armour's AC, enchanting also improves your armour's ability to resist [[corrosion]]. As your armour's enchantment level rises, its chance of corrosion falls. This reaches 100% immunity at +5, although only the heavier body armours can be enchanted that high.
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==Strategy==
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When thinking about enchanting a piece of armour, bear these two things in mind:
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'''1. How likely am I to replace this armour?'''
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If you're wearing [[scale mail]], and switch to a [[chain mail]] just 1 floor later, then the enchantment didn't really do much.
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*In general, auxiliary slots and [[shield]]s are less likely to be replaced than body armour. Items with an [[ego]] are even less likely to be replaced. For instance, a cloak of [[willpower]] is very difficult to beat. Body armours with a good ego (e.g. plate armour of fire resistance) can be good options to enchant as well.
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*When comparing auxiliary slots, it's useful to consider the rarity of egos. Cloaks are the most likely to generate with an ego, such as poison resistance or willpower. In the order from ''least'' to most likely to have an ego: hats / helmets < boots < gloves < cloaks.
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*It can be a strategy to spread enchantments out. Say you could have a +2 helmet and +0 cloak, or +1 helmet and +1 cloak. If you find a +2 helmet, or a +2 helmet of intelligence, then the latter arrangement would end up with a better result. (Note that you can also find a +1 cloak, though, in which case having a +2 helmet would be better)
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*[[God]] choice can matter in this decision:
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**Followers of [[Okawaru]] will get an armour gift at 6*, which can change your equipment layout.
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**Followers of [[Gozag]] or [[Yredelemnul]] are unable to get dragon scales from dragons. For them, body armour (of a good ego) is harder to replace.
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'''2. How much do I need help ''right now''?'''
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While it might be tempting to save these scrolls for an ideal set of [[dragon scales]], you won't benefit from doing that for a long time. If your defenses are miserably low right now, then you're likely to die before getting any dragon scales at all. In contrast, having, say, a +8 plate armour {rPois} or +5 [[kite shield]] can really make a difference immediately.
  
Finally, these scrolls can be used to turn a [[list of dragons#Dragon Armour|dragon]] or [[troll hide]] into its corresponding armour. These armours have additional benefits that make them extremely useful.
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*If you care about the early game at all, you should use these scrolls as soon as you find them (preferably when considering point #1).
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*Scrolls of enchant armour can can help satisfy requirements for a [[trove]]. It's usually unwise to save your scrolls ''in anticipation'' for a trove, but keep it in mind.
  
==Strategy==
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==History==
*Scrolls of enchant armour are one of the only scroll types that don't automatically [[identify]] when read. They will only do so if you use them on a piece of armour. Using them on anything else will waste the scroll and leave it unidentified.
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*Prior to [[0.19]], scrolls of enchant armour would convert [[dragon hide]]s into their respective [[dragon armour]]s.
*It might be tempting to save these for when you've found a dragon armour 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 them in the early- and mid-game if you're having difficulty progressing.
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*Prior to [[0.18]], scrolls of enchant armour could remove [[curse]]s on armour.
*If you don't have an obvious use for these scrolls, you can save them for when you need to satisfy the requirements of a [[treasure trove]] portal.
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*Prior to [[0.8]], increasing the enchantment level could fail if it was already high.
*Although artefact items can't be further enchanted through use of these scrolls, they can still be uncursed. This is an extremely wasteful practice, however, as [[scrolls of remove curse]] are much more common and can affect multiple cursed items at once. Consider this only as a last resort.
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{{scrolls}}

Latest revision as of 14:48, 12 March 2024

Version 0.30: 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 armour rating. Bucklers, kite shields and tower 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.

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.

Useful Info

These scrolls can affect any kind of armour, be it hats or helmets, gloves, cloaks, boots, shields, or body armour. However, scarves and orbs cannot be enchanted.

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

When thinking about enchanting a piece of armour, bear these two things in mind:

1. How likely am I to replace this armour?

If you're wearing scale mail, and switch to a chain mail just 1 floor later, then the enchantment didn't really do much.

  • In general, auxiliary slots and shields are less likely to be replaced than body armour. Items with an ego are even less likely to be replaced. For instance, a cloak of willpower is very difficult to beat. Body armours with a good ego (e.g. plate armour of fire resistance) can be good options to enchant as well.
  • When comparing auxiliary slots, it's useful to consider the rarity of egos. Cloaks are the most likely to generate with an ego, such as poison resistance or willpower. In the order from least to most likely to have an ego: hats / helmets < boots < gloves < cloaks.
  • It can be a strategy to spread enchantments out. Say you could have a +2 helmet and +0 cloak, or +1 helmet and +1 cloak. If you find a +2 helmet, or a +2 helmet of intelligence, then the latter arrangement would end up with a better result. (Note that you can also find a +1 cloak, though, in which case having a +2 helmet would be better)
  • God choice can matter in this decision:
    • Followers of Okawaru will get an armour gift at 6*, which can change your equipment layout.
    • Followers of Gozag or Yredelemnul are unable to get dragon scales from dragons. For them, body armour (of a good ego) is harder to replace.

2. How much do I need help right now?

While it might be tempting to save these scrolls for an ideal set of dragon scales, you won't benefit from doing that for a long time. If your defenses are miserably low right now, then you're likely to die before getting any dragon scales at all. In contrast, having, say, a +8 plate armour {rPois} or +5 kite shield can really make a difference immediately.

  • If you care about the early game at all, you should use these scrolls as soon as you find them (preferably when considering point #1).
  • Scrolls of enchant armour can can help satisfy requirements for a trove. It's usually unwise to save your scrolls in anticipation for a trove, but keep it in mind.

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
AcquirementAmnesiaButterfliesBlinkingBrand weaponEnchant armourEnchant weaponFearFogIdentifyImmolationNoisePoisonRevelationSilenceSummoningTeleportationTormentVulnerability