Difference between revisions of "Maxwell's patent armour"

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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.
 
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.
 
==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]]

Revision as of 09:50, 9 December 2022

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 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 and dispersal 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.

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