Difference between revisions of "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 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|0.27.1|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.
  
 
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 13:01, 5 December 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.