Difference between revisions of "Maxwell's patent armour"

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==Desirability==
 
==Desirability==
'''Maxwell's patent armour'''<ref>{{source ref|0.28.0|art-data.txt|949}}</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.
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'''Maxwell's patent armour'''<ref>{{source ref|0.30.1|art-data.txt|968}}</ref> is great for melee [[Formicid]]s... for other characters, 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 can see merit if you have great [[god]] abilities to get you out of trouble, such as [[Zin]]'s Sanctuary.
  
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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As an artefact with -Tele, it can see use in [[Zot:5]]. Getting [[sourceless malevolence|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 trap]]s from blinking you, which is a nice bonus. Remember to remove -Tele before picking up the Orb, though. (It can also be used in other branch ends, such as [[Elven Halls|Elf]]:3, if so desired.)
  
 
==History==
 
==History==

Revision as of 17:19, 26 August 2023

Version 0.28: 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 great for melee Formicids... for other characters, 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 can see 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. (It can also be used in other branch ends, such as Elf:3, if so desired.)

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