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 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, with 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.
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 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 0.19, 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)