Difference between revisions of "Maxwell's patent armour"
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'''Maxwell's patent armour'''<ref>{{source ref|0.30.1|art-data.txt|968}}</ref> is great for melee [[Formicid]]s. For other characters, wearing it means losing the ability to [[blink]] or [[teleport]], two of the strongest escape options in the game. Other than -Tele, it's a very strong armour, with high enchantment, the ever-useful [[willpower]], and 2 rare resistances. For non-Formicids, it might have merit if you have great [[god]] abilities to get you out of trouble, such as [[Zin]]'s Sanctuary. | '''Maxwell's patent armour'''<ref>{{source ref|0.30.1|art-data.txt|968}}</ref> is great for melee [[Formicid]]s. For other characters, wearing it means losing the ability to [[blink]] or [[teleport]], two of the strongest escape options in the game. Other than -Tele, it's a very strong armour, with high enchantment, the ever-useful [[willpower]], and 2 rare resistances. For non-Formicids, it might have merit if you have great [[god]] abilities to get you out of trouble, such as [[Zin]]'s Sanctuary. | ||
− | As an artefact with -Tele, it can see use in [[Zot:5]]. Getting [[sourceless malevolence|teleported]] into the Orb chamber is one of the most dangerous things that can happen in Zot:5, and -Tele prevents just that. Also, it prevents [[dispersal trap]]s from blinking you, which is a nice bonus. Remember to remove -Tele before picking up the Orb, though. | + | As an artefact with -Tele, it can see use in [[Zot:5]]. Getting [[sourceless malevolence|teleported]] into the Orb chamber is one of the most dangerous things that can happen in Zot:5, and -Tele prevents just that. Also, it prevents [[dispersal trap]]s from blinking you, which is a nice bonus. Remember to remove -Tele before picking up the Orb, though. If so desired, you can use it in other branch ends (like [[Elven Halls|Elf]]:3) in a similar manner. Use this armour for exploring everything outside the end vault, then switch when tackling the vault. |
==History== | ==History== |
Latest revision as of 06:26, 23 September 2023
A suit of armour created by the famous inventor Maxwell, providing unparalleled protective qualities at a very affordable price. His unorthodox materials left it with certain shortcomings, but he's yet to have anyone come back for a refund. |
the +15 Maxwell's patent armour
+15 plate armour
rCorr
rElec
Will+
Prevents spellcasting
Prevents teleportation
Desirability
Maxwell's patent armour[1] is great for melee Formicids. For other characters, wearing it means losing the ability to blink or teleport, two of the strongest escape options in the game. Other than -Tele, it's a very strong armour, with high enchantment, the ever-useful willpower, and 2 rare resistances. For non-Formicids, it might have merit if you have great god abilities to get you out of trouble, such as Zin's Sanctuary.
As an artefact with -Tele, it can see use in Zot:5. Getting teleported into the Orb chamber is one of the most dangerous things that can happen in Zot:5, and -Tele prevents just that. Also, it prevents dispersal traps from blinking you, which is a nice bonus. Remember to remove -Tele before picking up the Orb, though. If so desired, you can use it in other branch ends (like Elf:3) in a similar manner. Use this armour for exploring everything outside the end vault, then switch when tackling the vault.
History
- Prior to 0.19, Maxwell's patent armour came cursed.
- Prior to 0.16, Maxwell's patent armour offered resistance to rF+ and rC+ instead of corrosion and electricity.
- Prior to 0.15, Maxwell's patent armour offered the preservation ego instead of fire and cold resistance.
References
- ↑ art-data.txt:968 (0.30.1)