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Protection: Difference between revisions

From Ashenzari's Archive
imported>Pinkbeast
Remove suggestion that casters passively wield one - no hitting, no benefit.
imported>NormalPerson7
m Update to 0.21
Line 1: Line 1:
{{version019}}
{{version021}}


{{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).}}
{{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).}}

Revision as of 09:30, 12 February 2018

Version 0.21: 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 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