Difference between revisions of "Maxwell's patent armour"

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(saw / no changes, other than -boots of running. also not *that* strong; +12 GDS is 1 point less)
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==Desirability==
 
==Desirability==
'''Maxwell's patent armour'''<ref>{{source ref|0.26.1|art-data.txt|857}}</ref> 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 strong piece of armour, offering solid physical protection, two rare and useful elemental resistances, and a little willpower on top. [[Formicid]] [[berserker]]s are unlikely to find a better piece of gear anywhere, but all others are advised to wear it at their own risk.
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'''Maxwell's patent armour'''<ref>{{source ref|0.26.1|art-data.txt|857}}</ref> 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]] [[berserker]]s 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 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.
 
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.

Revision as of 10:52, 24 November 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
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.

Maxwell's patent armour.png 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 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

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.