Maxwell's patent armour
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 an excellent piece of armour, offering extremely solid physical protection, two rare and useful 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 their own risk.
If you do choose to wear Maxwell's patent armour, keep an eye out for a pair of boots of running; without the ability to teleport or blink, above-average movement speed becomes more important than ever.
Given the number of teleport 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.
References
- ↑ art-data.txt:857 (0.26.1)