Difference between revisions of "Maxwell's patent armour"
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{{flavour|A weird-looking armour.}} | {{flavour|A weird-looking armour.}} | ||
[[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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[[Preservation]] [[ego]]<br> | [[Preservation]] [[ego]]<br> | ||
[[Cursed]]<br> | [[Cursed]]<br> | ||
− | + | + | +40 [[MR]]<br> |
Prevents spellcasting<br> | Prevents spellcasting<br> | ||
Prevents [[teleportation]] | Prevents [[teleportation]] |
Revision as of 19:07, 15 June 2014
Version 0.14: This article may not be up to date for the latest stable release of Crawl.
A weird-looking armour. |
the +15 Maxwell's patent armour
+15 plate armour
Preservation ego
Cursed
+40 MR
Prevents spellcasting
Prevents teleportation
Desirability
Maxwell's patent armour is only worth considering for characters willing to lose access to their spells and the ability to blink or teleport to safety, as it takes far too long to remove it in the middle of a fight. Apart from those very significant downsides, it is otherwise an excellent piece of armour, offering extremely solid physical protection, magic resistance, and a fairly rare, very useful ego. Wear at your own risk.