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Protection: Difference between revisions

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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.
{{version030}}
{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).<br>
Shield: It protects its wearer from harm (+3 to AC).}}


==Strategy==
The '''protection''' [[brand]]/[[ego]] does the following:
This is a nice brand for casters who don't use their weapon much.
*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, to a max. of 5 turns at a time.
*On [[shield]]s, grants a permanent +3 AC bonus.
 
==Desirability==
As a weapon brand, protection's extra AC can be useful in the early/mid game. However, since the AC boost never increases, it's likely worth replacing later on.
 
Shields of protection are objectively stronger than plain shields. A resistance may be more desirable, but since shield [[ego]]s are rare, a shield of protection might be the best option available for a long time.


==History==
==History==
Prior to [[0.6]], ranged weapons could have this as well. Now they receive [[Evasion (brand)|Evasion]] instead.
*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 (brand)|evasion]].
 
==References==
<references/>


{{brands}}
{{brands}}
[[Category:Brands]]
[[Category:Brands]]
[[Category:Egos]]

Latest revision as of 20:15, 16 May 2026

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, to a max. of 5 turns at a time.
  • On shields, grants a permanent +3 AC bonus.

Desirability

As a weapon brand, protection's extra AC can be useful in the early/mid game. However, since the AC boost never increases, it's likely worth replacing later on.

Shields of protection are objectively stronger than plain shields. A resistance may be more desirable, but since shield egos are rare, a shield of protection might be the best option available for a long time.

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 General Antimagic • Chaos • Distortion • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Pain • Protection • Reaching • Spectral • Speed • Vampiric • Venom
Weapon type Devious • Valour • Concussion • Sundering • Entangling • Rebuke
Artefact Curare • Deathbane • Dragon slaying • Reaping • Silver
Launchers Antimagic • Chaos • Draining • Electrocution • Flaming • Freezing • Heavy • Holy wrath • Penetration • Speed
Throwing weapons Atropa • Curare • Datura • Disjunction • Poisoned • Silver