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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{{flavour|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.}}
 
{{flavour|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.}}
 
[[File:Maxwell's_patent_armour.png]] '''''the +15 Maxwell's patent armour'''''
 
[[File:Maxwell's_patent_armour.png]] '''''the +15 Maxwell's patent armour'''''
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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|0.30.1|art-data.txt|968}}</ref> is great for melee [[Formicid]]s. 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.
  
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.
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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. If so desired, you can use it in other branch ends (like [[Elven Halls|Elf]]:3) in a similar manner. Use this armour for exploring everything outside the end vault, then switch when tackling the vault.
 
 
==References==
 
<references />
 
  
 
==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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<references />
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]
 
[[Category:Body armour]]
 
[[Category:Body armour]]

Latest revision as of 07:26, 23 September 2023

Version 0.30: 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, 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 so 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