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''''' |
Revision as of 11:52, 3 May 2016
A weird-looking armour. |
the +15 Maxwell's patent armour
+15 plate armour
rCorr
rElec
+40 MR
Cursed
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, two excellent elemental resistances, and a little magic resistance on top. Formicid berserkers are unlikely to find a better piece of gear anywhere, but all others are advised to wear it at your own risk.
History
Prior to 0.16, Maxwell's patent armour offered rF+ and rC+ instead of corrosion and electricity resistance.
Prior to 0.15, Maxwell's patent armour offered the now-obsolete preservation ego instead of fire and cold resistance.