Difference between revisions of "Maxwell's patent armour"
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Given the number of teleport and dispersal [[trap]]s in Zot:5, this is also an excellent choice of armor for clearing that level. Any form of -Tele ensures you will not get trap-teleported into the lungs, which is the most dangerous event that can happen in that level. It is recommended to change back into an armor without -Tele before picking up the Orb though. | Given the number of teleport and dispersal [[trap]]s in Zot:5, this is also an excellent choice of armor for clearing that level. Any form of -Tele ensures you will not get trap-teleported into the lungs, which is the most dangerous event that can happen in that level. It is recommended to change back into an armor without -Tele before picking up the Orb though. | ||
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==History== | ==History== | ||
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*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. | ||
*Prior to [[0.15]], Maxwell's patent armour offered the [[preservation]] [[ego]] instead of fire and cold resistance. | *Prior to [[0.15]], Maxwell's patent armour offered the [[preservation]] [[ego]] instead of fire and cold resistance. | ||
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+ | ==References== | ||
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[[Category:Unrands]] | [[Category:Unrands]] | ||
[[Category:Body armour]] | [[Category:Body armour]] |
Revision as of 08:50, 9 December 2022
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 only worth considering for characters willing to lose access to both their spells and the ability to blink or teleport to safety, as removing it in the middle of a fight will leave you helpless for several critical turns. Apart from those very significant downsides, it is otherwise a strong piece of armour, offering solid physical protection, two rare and useful elemental resistances, and a little willpower on top. Formicid berserkers are unlikely to find a better piece of gear anywhere, but all others are advised to wear it at their own risk.
Given the number of teleport and dispersal traps in Zot:5, this is also an excellent choice of armor for clearing that level. Any form of -Tele ensures you will not get trap-teleported into the lungs, which is the most dangerous event that can happen in that level. It is recommended to change back into an armor without -Tele before picking up the Orb though.
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:949 (0.28.0)