Armor of the Damned: Difference between revisions
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| cost = 12000 | | cost = 12000 | ||
| event = You trip over the Armor of the Damned, dust it off, and stick it in your pack. | | event = You trip over the Armor of the Damned, dust it off, and stick it in your pack. | ||
| effect = Casts Slow, Curse, Weakness, and Misfortune | | effect = Casts Expert {{gl|Slow}}, {{gl|Curse}}, {{gl|Weakness}}, and {{gl|Misfortune}} for 50 turns. | ||
| ceffect = +3 {{Psg|Attack}}<p>+3 {{Psg|Defense}}<p>+2 {{Psg|Power}}<p>+2 {{Psg|Knowledge}} | | ceffect = +3 {{Psg|Attack}}<p>+3 {{Psg|Defense}}<p>+2 {{Psg|Power}}<p>+2 {{Psg|Knowledge}} | ||
| art_1 = Skull Helmet | | art_1 = Skull Helmet | ||
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}} | }} | ||
The Armor of the Damned only casts its opening combat spells once an allied creature is able to take its turn; if a creature misses a turn due to low morale, the Armor of the Damned does not cast its spells until the next one is able to do so. | |||
The Armor of the Damned's ability to cast [[Slow]], [[Curse]], [[Weakness]], and [[Misfortune]], can be mitigated by enemy creatures' immunity, [[Cursed Ground]], or anti-magic artifacts. | |||
{{fanopinion| | {{fanopinion| |
Revision as of 16:06, 1 February 2025

Weapon
Shield
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The Armor of the Damned only casts its opening combat spells once an allied creature is able to take its turn; if a creature misses a turn due to low morale, the Armor of the Damned does not cast its spells until the next one is able to do so.
The Armor of the Damned's ability to cast Slow, Curse, Weakness, and Misfortune, can be mitigated by enemy creatures' immunity, Cursed Ground, or anti-magic artifacts.
User Commentary
Armor of the Damned is one of the weakest combination artifacts in the game in regards to stats alone (+3 attack, +3 defense, +2 power, +2 knowledge). Conversely, its effect is easily one of the most powerful, casting a total of four spells at Expert level, at no cost, and leaving the hero free to cast another spell on their action (so potentially 5 spells in a single turn). Of the spells cast, only Misfortune is subpar. Slow is one of the best spells in the game and Weakness and Curse are both fairly potent, especially combined.
Since it casts its spells only when your first unit becomes active, Armor of the Damned works best with a speedy unit stack and/or combat speed artifacts. If the enemy moves before you, they may haste their units or slow yours, and cripple your army before the Armor ever has a chance of activating.