Difference between revisions of "Maxwell's patent armour"
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{{flavour|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.}} | {{flavour|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.}} | ||
[[File:Maxwell's_patent_armour.png]] '''''the +15 Maxwell's patent armour''''' | [[File:Maxwell's_patent_armour.png]] '''''the +15 Maxwell's patent armour''''' | ||
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[[Electricity#Electricity_Resistance|rElec]]<br> | [[Electricity#Electricity_Resistance|rElec]]<br> | ||
[[Will]]+<br> | [[Will]]+<br> | ||
| − | + | It has a 1% chance of [[silence|silencing]] you when hit<br> | |
Prevents [[teleportation]] | Prevents [[teleportation]] | ||
==Desirability== | ==Desirability== | ||
| − | '''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, | + | '''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, having 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, though the random silences may put you at risk of being unable to use them. |
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. | 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== | ||
| + | *Prior to [[0.33]], Maxwell's patent armour had -Cast, which prevented spellcasting entirely. This was replaced by *Silence. | ||
*Prior to [[0.19]], Maxwell's patent armour came cursed. | *Prior to [[0.19]], Maxwell's patent armour came cursed. | ||
*Prior to [[0.16]], Maxwell's patent armour offered resistance to [[Fire|rF+]] and [[Cold|rC+]] instead of corrosion and electricity. | *Prior to [[0.16]], Maxwell's patent armour offered resistance to [[Fire|rF+]] and [[Cold|rC+]] instead of corrosion and electricity. | ||
Latest revision as of 08:29, 23 July 2025
| 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+
It has a 1% chance of silencing you when hit
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, having 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, though the random silences may put you at risk of being unable to use them.
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 0.33, Maxwell's patent armour had -Cast, which prevented spellcasting entirely. This was replaced by *Silence.
- 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)