Difference between revisions of "Maxwell's patent armour"

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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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+15 [[plate armour]]
 
+15 [[plate armour]]
  
[[Corrosion|rCorr]]<br>
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[[Acid#Corrosion_Resistance|rCorr]]<br>
 
[[Electricity#Electricity_Resistance|rElec]]<br>
 
[[Electricity#Electricity_Resistance|rElec]]<br>
[[MR]]+<br>
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[[Will]]+<br>
 
Prevents spellcasting<br>
 
Prevents spellcasting<br>
 
Prevents [[teleportation]]
 
Prevents [[teleportation]]
  
 
==Desirability==
 
==Desirability==
'''Maxwell's patent armour''' is only worth considering for characters willing to lose access to their spells and the ability to [[blink]] or [[teleport]] to safety, as it takes far too long to remove it in the middle of a fight. Apart from those very significant downsides, it is otherwise an excellent piece of armour, offering extremely solid physical protection, two excellent elemental resistances, and a little magic resistance on top. [[Formicid]] [[berserker]]s are unlikely to find a better piece of gear anywhere, but all others are advised to wear it at your 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.
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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.
  
 
==History==
 
==History==
 
*Prior to [[0.19]], Maxwell's patent armour came cursed.
 
*Prior to [[0.19]], Maxwell's patent armour came cursed.
*Prior to [[0.16]], Maxwell's patent armour offered [[Fire|rF+]] and [[Cold|rC+]] instead of corrosion and electricity resistance.
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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 [[0.15]], Maxwell's patent armour offered the now-obsolete [[preservation]] [[ego]] instead of fire and cold resistance.
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*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