Difference between revisions of "Shields"

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''For the skill, see [[Shields (skill)]]. For the item formerly known as just a shield, see [[kite shield]].''
 +
{{flavour|“Let who will boast their courage in the field,<br>
 +
I find but little safety from my shield.<br>
 +
Nature's, not honour's, law we must obey:<br>
 +
This made me cast my useless shield away,<br>
 +
And by a prudent flight and cunning save<br>
 +
A life, which valour could not, from the grave.<br>
 +
A better buckler I can soon regain;<br>
 +
But who can get another life again?”<br>
 +
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}
  
''See [[Weapon Speed]] for tables summarising this information.''
+
[[Shields]] are a kind of armour worn on one hand, preventing the use of two-handed weapons; they make use of the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. There are three types of shield, from smallest to largest:
''This page goes into great detail about attack delay calculations.''
 
  
When deciding between two different weapons, it can be helpful to understand exactly how attack speed works. Each physical attack in ''Crawl'' takes a certain amount of time. A character with a smaller attack delay will swing more frequently than a character with a larger attack delay. This can greatly multiply how often you can inflict damage in combat. So it is strongly recommended to get your attack delay as low as possible.
+
*[[Buckler]]
 +
*[[Kite shield]]
 +
*[[Tower shield]]
  
==Attack Delay Calculations for Weapons and Missles==
+
[[Orb]]s also occupy your off-hand slot, but provide no shielding, instead granting assorted magical effects from their special egos.
*Note that [[strength]], [[dexterity]] and [[armour]] have no effect on attack delay.
 
===Base attack delay===
 
All weapons, thrown objects, and launched objects have a base attack delay. You can find this information in game by examining the weapon or launcher. The base attack delay in game should be multiplied by 10 to give the delay in [[aut]]s. The [[Weapon Speed]] page has a complete tables and includes thrown objects. It also lists the base delay in [[aut]]s. For reference most species move and cast spells with a delay of 10 [[aut]]s.
 
===Minimum attack delay===
 
By raising your skill with the weapon or launcher you can reduce attack delays to the minimum attack delay. The minimum delay is usually 1/2 the base delay rounded down. If this is greater than 7 then the minimum attack delay is set to 7. There are three exceptions to this rule:
 
*[[Short blades]]: The rapier with a base delay of 12 has a minimum delay of 5.
 
*All [[Crossbows]] have a minimum delay of 10.
 
*The [[Woodcutter's axe]] always has a delay of 10 irregardless of skills.
 
===Skill adjustments===
 
Weapon, launcher, or throwing skills brings down the attack delay by <code>(skill level)/2</code> until you reach minimum weapon delay. Increasing your skill beyond that will not let you attack faster but it will slightly improve your damage and accuracy with the weapon. Normally you turn off your weapon skill when you hit minimum delay and dump experience points into increasing skills in other areas. The gods [[Ashenzari]] and [[Okawaru]] can increase your weapon skills and thus contribute to lowering your weapon delay.
 
===Speed Brand===
 
The [[speed (brand)|speed brand]] further reduces the delay to 2/3 of the skill adjusted delay.
 
With skill and speed brand improvements there is a hard coded minimum delay of 3.
 
===Shield Penalties===
 
[[Shields]] will slow down weapon speed. This slow down can be reduced by increasing your [[shields (skill)|shield skill]].
 
The detailed formula is <code>2*(shield encumberance)^2*(270-(10x shield skill))*scale/(5*(20-3*(size factor))/270</code>.
 
The values for shield encumberance and size factor can be found on the [[shields]] page. The scale used in this formula is 20. The game does display the [[Encumbrance rating|shield encumberance]] when describing the item, but it does not report the character size factor. Notice the shield penalty can be reduced to zero with a shield skill of 27.
 
===God Given Abilities===
 
The god [[Okawaru]]'s Finesse ability will further cut the delay in half. Note that this will not stack with haste nor berserk.
 
===Status modifiers===
 
*[[Potion of haste|Haste]] and [[berserk]] will further reduce the delay to 2/3 of its calculated value if you have not invoked Finesse. You cannot be both hasted and berserked.
 
*[[Statue Form]], [[Petrify]]ing, and [[Slow]]ness will increase the delay to 3/2 of the calculated value. These status conditions do stack with haste resulting in a net cancellation of the two different statuses. Slowness can stack with both statue form and petrifying.
 
*In no case, will the delay be reduced below 2.
 
  
==Unarmed Combat==
+
Some magical effects can also increase your SH score.
[[Unarmed combat]] has a different attack delay calculation. It is <code>10-(unarmed combat skill)/54</code>. You start with a delay of 10 with no unarmed combat skill and reach a minimum delay of 5 with an unarmed combat skill of 27. The shield penaties, god given abilities and status modifiers apply to unarmed combat as well.
 
  
==Spells==
+
==Shield Penalties==
Spells can be used for attacking and thus are included on this page. The base delay for casting a spell is 10. It can be modified by status modifiers but delay is not affected by skill, shields, or god abilities.
+
Wearing a shield imposes penalties to attack speed, EV, and spellcasting. While the penalty for wearing a buckler is almost negligible, a tower shield can seriously slow your attacks and make spellcasting unreliable.  
An exception to this is the spell [[Manifold Assault]]. The delay of casting manifold assault is the calculated weapon or unarmed combat delay.
 
  
==Movement Based Attacks==
+
===EV Penalty===
Some attacks are combined with movement. Even if the actual attack delay is not changed, they are mentioned here for completeness.
+
Your shield EV penalty is <code>2/5 * encumbrance^2 / (20 - 3 * size_factor) * (27 - shield_skill) / 27</code><ref>{{source ref|0.29.1|player.cc|5653}}</ref>. Larger species can wield shields more comfortably, smaller species have more difficulty with shields, and anyone can eliminate shield penalty by maxing out the Shields skill.
===Martial Arts Attacks===
 
The [[Wu Jian]] Council allows a player to make a number of different martial arts attacks. The number of attacks is based on the attack delay and the movement delay. The movement delay is:
 
*10 if you have invoked the serpent's lash ability, or
 
*twice your movement delay if you have invoked the wall jump ability. (The wall jump ability takes two turns.)
 
*Otherwise your normal movement delay is used.
 
Your attack delay is the delay calculated in the previous sections. The number of attacks is the movement delay divided by the attack delay. If this is not an integer, the number of attacks could be rounded up or down. The number of attacks will average out to the non-integer number of attacks calculated. Extreme examples of the numbers of attacks would be a spriggan wielding a triple cross bow. With a movement delay of 6 and an attack delay of 23 the spriggan would only make one attack 6/23 of the time. The other extreme would be a naga wielding a quick blade with sufficient short blade skill. The naga's movement delay would be 14 and the weapon delay would be 3. For a wall jump which counts as two turns the expected number of attacks would be 28/3. So there could be 10 attacks 1/3 of the time.
 
*Note that the serpent's lash ability allows you to take two turns to make martial arts attacks without taking any time.
 
===Charging Attacks===
 
*The [[rampaging]] ego allows you to move towards a target and attack. The time taken is the attack delay and not the movement delay. Even a naga wielding a quick blade with sufficient [[short blade]] skill can move and attack a target with a delay of 3. Compare this with a naga's movement delay of 14.
 
*A [[palentonga]]'s rolling charge allows you to move towards a target and attack. The time taken is the maximum of a movement delay or an attack delay.
 
===Bolt Attacks===
 
There are attacks that can hit multiple targets as you move through them like a bolt.
 
*[[Storm Form]] has the blink bolt ability to move through many targets at once doing damage to each.
 
*[[Uskayaw]]'s line pass ability has the same properties.
 
===Instintaneous attacks===
 
Some spells and abilities let you appear somewhere else and immediately make an attack without any delay.
 
*[[Passwall]] takes time to set up on one side of a rock wall. But you appear on the other side and can attack without targets being able to react to you first. This is different than blink which moves you to a new location and then you stay there for the turn delay.
 
  
==Detailed Calculations==
+
The EV penalty is subtracted directly from your evasion, and is used to calculate the other penalties.
The formulas above give you a very close approximation to the average attack delay. Most players can use the values above or the values on the [[weapon speed]] page without needing to know about the detailed calculations in this section.
 
===Averaging Fractional Delays===
 
Most calculations above can result in fractional delays. If you have a [[short sword]] with a base delay of 11 and a [[short blades|short blade skill]] of 5.7, the formula above would give you an average delay of <code>11-5.7/2 = 8.15</code>. The game mechanics give you an average delay by rolling a delay of 8 85% of the time and a delay of 9 15% of the time. This is needed because all delays are integer values of [[aut]]s.
 
===Using Statistical Random Variables===
 
The fractional delays do not give the entire story because each stage attack delay calculations involve creation of a new random variable. These random variables actually contain all possible integer delays and their weighted probabilities. This can result in a much wider range of attack delays than the averaging of fractional delays would imply. To complicate things, all calculations are done with a fixed precision.
 
This is best explained by examples.
 
====Example 1====
 
Let's use the example of a [[human]] wielding a short sword and a buckler. The human has a [[short blade|short blade skill]] of 7.5 and a shield skill of 4. The [[buckler]]'s encumberance is 5. The human size factor is zero and can be found on the [[shields]] page. There are three random variabls used.
 
*The first is the base delay of the short sword of 11 [[aut]]
 
*The second random variable encorporates the additional skill adjustment delay of -skill*10/scale = -75/20
 
*The third random variable encorporates the additional shield penalty delay of 8/20
 
*The final probabilities: delay=7 47.4%, delay=8 47.4%, delay=9 5.3%
 
  
{| class="wikitable"
+
{| class="prettytable" cellpadding="10" border="9"
 
|- align="center"
 
|- align="center"
!
+
! Shield type !! Encumbrance
!colspan="8"|Delays|
 
 
|-
 
|-
! Explaination !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! Total Weight
+
|Buckler || 5
 
|-
 
|-
|Base delay<br>short sword
+
|Kite shield || 10
|   ||  ||  ||  ||  || 1  ||  || || 1
 
 
|-
 
|-
|Subtract Skill reduction<br>7.5*scale/20
+
|Tower shield || 15
|   || 15  || ||   ||   ||   ||   ||   || 20
+
|}
 +
 
 +
{| class="prettytable" cellpadding="10" border="9"
 +
|- align="center"
 +
! Size !! Races !! Size factor
 +
|-
 +
|Little || [[Spriggan]] || +4
 +
|-
 +
|Small || [[Kobold]] || +2
 +
|-
 +
|Normal || most species || 0
 +
|-
 +
|Normal<br>(strong arms)||[[Formicid]] || -2
 +
|-
 +
|Large<br>(normal torso)|| [[Palentonga]], [[Naga]]|| -2
 +
|-
 +
|Large || [[Ogre]], [[Troll]] || -2
 +
|}
 +
 
 +
===Attack Penalty===
 +
The shield penalty, in EV, is added to your attack delay, in single [[aut]]s. This applies to weapons, missiles, and unarmed attacks. For non-integer aut penalties, the game will have a weighted roll (rounding up or down) so that the average penalty is the expected delay.<ref>{{source ref|0.29.1|player-act.cc|306}}</ref>
 +
 
 +
===Spell Penalty===
 +
The spellcasting penalty is significantly more complicated. Shields add to the raw spell failure rate, in % failure:
 +
 
 +
<code>spell failure = 19 * [ev_penalty - ( (shields_skill) / (Size factor + 5) )] </code>
 +
 
 +
This is then modified by various functions described in the [[spell success]] page.
 +
 
 +
==[[Ego]]s==
 +
[[Buckler]]s, [[kite shield]]s, and [[tower shield]]s can spawn with the following egos<ref>{{source ref|0.29.1|makeitem.cc|741}}</ref>:
 +
*~3%, [[Resistance_(ego)|resistance]]
 +
*10%, [[fire resistance]]
 +
*10%, [[cold resistance]]
 +
*10%, [[poison resistance]]
 +
*10%, [[positive energy]]
 +
*19%, [[reflection]]
 +
*39%, [[protection]]
 +
 
 +
Shields of [[cold resistance|cold]] and [[fire resistance]] can also occasionally be found in [[ice cave]]s and [[volcano]]es, respectively.
 +
 
 +
Every [[orb]] has its own ego; see the [[orb]] page for more details.
 +
 
 +
==Blocking==
 +
===Effect===
 +
It's possible to block a melee attack or a ranged projectile attack if you wear a shield of some kind, or otherwise have SH. Your ability to block missiles doesn't benefit from [[Repel Missiles|missile-repelling]] effects like a [[scarf]] of repulsion, and you cannot benefit from any form of shield while you are [[confusion|confused]], [[held]], [[paralyzed]], or [[petrified]].
 +
 
 +
All melee attacks can be blocked (except for successful [[stab]]s), but many ranged attacks are unblockable:
 +
*[[Penetration|Penetrating]] attacks: [[Javelin]]s, [[Bolt spell]]s, [[Starburst]]...
 +
*Explosions: [[Fireball]], [[Lee's Rapid Deconstruction]], [[Damnation]]...
 +
*Electrical discharges: [[Static Discharge]], [[Chain Lightning]]
 +
*Enchantments: [[Agony]], [[Pain]], [[Confuse]], everything that checks [[willpower]]
 +
*Beams with perfect accuracy: [[Magic Dart]], [[Freeze]], [[Smite]]...
 +
*Other ranged attacks that are not beams: [[Shatter]], [[Polar Vortex]], [[Ozocubu's Refrigeration]]
 +
 
 +
Some examples of ranged attacks that can be blocked:
 +
*Ranged weapons like [[shortbow]]s and [[sling]]s
 +
*Spells that fire single-target projectiles like [[Iron Shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Sandblast]]
 +
 
 +
If the attacker's pierce value is less than the defender's blocking value (see below for details), the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly.
 +
 
 +
===Calculation===
 +
The defender's blocking value depends on the nature of the shield:
 +
 
 +
Physical shields:
 +
SH = Block × (1 + Shield skill/40)
 +
+ Enchantment bonus + Stat bonus
 +
+ min(0.38×Shield skill, .57 + 0.19×Shield skill)
 +
 
 +
and then on top of this:
 +
+ Divine shield bonus
 +
+ Qazlal shield bonus
 +
+ Mutation bonus
 +
+ Amulet of reflection bonus
 +
+ Any SH bonus from artifacts
 +
 
 +
For a physical shield (Buckler, Kite Shield, and Tower Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Kite Shield, 13 for Tower Shield), modified by a size factor:
 +
 
 +
{| class="prettytable" cellpadding="10" border="9"
 +
|- align="center"
 +
! Size !! Races !! Buckler !! Kite Shield !! Tower shield
 
|-
 
|-
|Add shield penalty<br>
+
|Little || [[Spriggan]] || +2 || - || -
2*(5)^2*(270-(10*4))*20<br>/(5*(20-3*(0))/270
 
<br>=2300/270=8
 
|| 15*12  || 15*8 + 5*12  || 5*8  ||  ||    ||  ||  ||  
 
 
|-
 
|-
|Shield Penalty Weights
+
|Small || [[Kobold]] || +1 || +0.5 || -
|   || 180 || 180  || 20  ||   ||   ||   ||   || 380
+
|-
 +
|Normal || most races || 0 || 0 || 0
 +
|-
 +
|Normal<br>(strong arms)|| [[Formicid]] || 0 || 0 || 0
 +
|-
 +
|Large<br>(normal torso)|| [[Palentonga]], [[Naga]] || 0 || 0 || 0
 +
|-
 +
|Large
 +
|| [[Ogre]], [[Troll]] || - || -0.5 || 0
 
|}
 
|}
*Note that there are three possible delays, not just two based upon one average
+
 
*A scale is used to create weights which avoids large integer division truncation inaccuracies
+
*'''Stat bonus''' is <code>DEX * 38 * (base_shield + 13) / 5200</code><ref>{{source ref|0.29.1|player.cc|2149}}</ref>,
*A random number from 0-380 is created and a delay is selected based upon which bin the number would fall into.
+
*The Shining One's '''Divine shield bonus''' is based on Invocations skill.
 +
*'''Mutation bonus''' is +4/6/8 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.
 +
 
 +
The resulting value is rounded to the nearest integer and displayed as the player's SH value.
 +
 
 +
The attacker's pierce value is equal to:
 +
 
 +
1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)
 +
 
 +
1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks) 
 +
 
 +
"To hit" is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and "past_blocks" is the number of attacks already successfully blocked in the current turn.
 +
 
 +
The defender's blocking value is equal to:
 +
2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)
 +
 
 +
If this value is greater or equal than the attacker's pierce value, the attack is blocked.
 +
 
 +
==History==
 +
*In [[0.28]], magical [[orb]]s were added as a new category of off-hand equipment.
 +
*Prior to [[0.28]], the two larger shields used [[Strength]] (along with [[Dexterity]]) to determine bonus SH. Shields had a [[to-hit]] penalty. The penalty formula changed; before, certain skill thresholds (4 skill for buckler, 15 for kite shield, 25 for tower shield) negated it.
 +
*In [[0.27]], the shield penalty was increased.
 +
*Prior to [[0.25]], [[kite shield]]s were known as just "shields" and [[tower shield]]s were called "large shields".
 +
*Prior to [[0.17]], [[unarmed]] attacks had a speed penalty when attacking with a shield equipped.
 +
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield was more complex.
  
 
==References==
 
==References==
 
<references/>
 
<references/>
  
==History==
+
{{armours}}
  
[[Category:Game mechanics]]
+
[[Category:Items]]
 +
[[Category:Shields]]

Revision as of 05:59, 22 February 2023

Version 0.29: This article may not be up to date for the latest stable release of Crawl.

For the skill, see Shields (skill). For the item formerly known as just a shield, see kite shield.

“Let who will boast their courage in the field,

I find but little safety from my shield.
Nature's, not honour's, law we must obey:
This made me cast my useless shield away,
And by a prudent flight and cunning save
A life, which valour could not, from the grave.
A better buckler I can soon regain;
But who can get another life again?”
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.

Shields are a kind of armour worn on one hand, preventing the use of two-handed weapons; they make use of the Shields skill. Unlike other armour, shields increase a character's SH defense, giving you a chance at blocking physical (and some magical) attacks entirely. There are three types of shield, from smallest to largest:

Orbs also occupy your off-hand slot, but provide no shielding, instead granting assorted magical effects from their special egos.

Some magical effects can also increase your SH score.

Shield Penalties

Wearing a shield imposes penalties to attack speed, EV, and spellcasting. While the penalty for wearing a buckler is almost negligible, a tower shield can seriously slow your attacks and make spellcasting unreliable.

EV Penalty

Your shield EV penalty is 2/5 * encumbrance^2 / (20 - 3 * size_factor) * (27 - shield_skill) / 27[1]. Larger species can wield shields more comfortably, smaller species have more difficulty with shields, and anyone can eliminate shield penalty by maxing out the Shields skill.

The EV penalty is subtracted directly from your evasion, and is used to calculate the other penalties.

Shield type Encumbrance
Buckler 5
Kite shield 10
Tower shield 15
Size Races Size factor
Little Spriggan +4
Small Kobold +2
Normal most species 0
Normal
(strong arms)
Formicid -2
Large
(normal torso)
Palentonga, Naga -2
Large Ogre, Troll -2

Attack Penalty

The shield penalty, in EV, is added to your attack delay, in single auts. This applies to weapons, missiles, and unarmed attacks. For non-integer aut penalties, the game will have a weighted roll (rounding up or down) so that the average penalty is the expected delay.[2]

Spell Penalty

The spellcasting penalty is significantly more complicated. Shields add to the raw spell failure rate, in % failure:

spell failure = 19 * [ev_penalty - ( (shields_skill) / (Size factor + 5) )]

This is then modified by various functions described in the spell success page.

Egos

Bucklers, kite shields, and tower shields can spawn with the following egos[3]:

Shields of cold and fire resistance can also occasionally be found in ice caves and volcanoes, respectively.

Every orb has its own ego; see the orb page for more details.

Blocking

Effect

It's possible to block a melee attack or a ranged projectile attack if you wear a shield of some kind, or otherwise have SH. Your ability to block missiles doesn't benefit from missile-repelling effects like a scarf of repulsion, and you cannot benefit from any form of shield while you are confused, held, paralyzed, or petrified.

All melee attacks can be blocked (except for successful stabs), but many ranged attacks are unblockable:

Some examples of ranged attacks that can be blocked:

If the attacker's pierce value is less than the defender's blocking value (see below for details), the attack does no damage. Shield blocking is done before rolling your evasion or your AC, but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly.

Calculation

The defender's blocking value depends on the nature of the shield:

Physical shields:

SH = Block × (1 + Shield skill/40)
+ Enchantment bonus + Stat bonus 
+ min(0.38×Shield skill, .57 + 0.19×Shield skill)

and then on top of this:

+ Divine shield bonus
+ Qazlal shield bonus
+ Mutation bonus
+ Amulet of reflection bonus
+ Any SH bonus from artifacts

For a physical shield (Buckler, Kite Shield, and Tower Shield), Block is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Kite Shield, 13 for Tower Shield), modified by a size factor:

Size Races Buckler Kite Shield Tower shield
Little Spriggan +2 - -
Small Kobold +1 +0.5 -
Normal most races 0 0 0
Normal
(strong arms)
Formicid 0 0 0
Large
(normal torso)
Palentonga, Naga 0 0 0
Large Ogre, Troll - -0.5 0
  • Stat bonus is DEX * 38 * (base_shield + 13) / 5200[4],
  • The Shining One's Divine shield bonus is based on Invocations skill.
  • Mutation bonus is +4/6/8 SH depending on your level of the Large Bones Plates mutation.

The resulting value is rounded to the nearest integer and displayed as the player's SH value.

The attacker's pierce value is equal to:

1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)
1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   

"To hit" is the monster's To hit value (based primarily on the monster's HD, type, and weapon accuracy) and "past_blocks" is the number of attacks already successfully blocked in the current turn.

The defender's blocking value is equal to:

2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)

If this value is greater or equal than the attacker's pierce value, the attack is blocked.

History

  • In 0.28, magical orbs were added as a new category of off-hand equipment.
  • Prior to 0.28, the two larger shields used Strength (along with Dexterity) to determine bonus SH. Shields had a to-hit penalty. The penalty formula changed; before, certain skill thresholds (4 skill for buckler, 15 for kite shield, 25 for tower shield) negated it.
  • In 0.27, the shield penalty was increased.
  • Prior to 0.25, kite shields were known as just "shields" and tower shields were called "large shields".
  • Prior to 0.17, unarmed attacks had a speed penalty when attacking with a shield equipped.
  • Prior to 0.16, the amount of skill required to negate penalties for wearing a shield was more complex.

References

Armour
Body Armour Leather armourRing mailScale mailChain mailPlate armourCrystal plate armour

RobeAnimal skinTroll leather armourSteam dragon scalesAcid dragon scales
Swamp dragon scalesQuicksilver dragon scalesFire dragon scalesIce dragon scales
Pearl dragon scalesShadow dragon scalesStorm dragon scalesGold dragon scales

Miscellaneous HatHelmetCloakScarfGlovesBootsBarding
Shields BucklerKite shieldTower shieldOrb