Delatra's gloves
A pair of long ultramarine gloves, worn by a famed experimental alchemist in an age long past. They channel the energy of discovery, empowering their wearer with the force created by a blind step from ignorance to certainty. |
+1 gloves
Heals the user when they drink unknown potions
Recovers the user's MP when they read unknown scrolls.
Desirability
Delatra's gloves[1] are most useful when you have not identified many potions or scrolls. Having numerous sources of guaranteed heal wounds can bail you out of many possible situations, but that doesn't stop the effects of potentially harmful potions like berserk rage, lignification, and mutation. MP recovery is slightly less desirable, though it will still help any casters in need of an MP boost.
Past the early Dungeon, it is generally more useful to have a plethora of identified escape items than to take advantage of these gloves' ID ability. But no matter what, they are still +1 gloves for characters who have not found another pair to wear yet.
This artefact is more likely to spawn in the very early game, where its ability is most likely to be useful.
History
- Delatra's gloves were added in 0.28.
References
- ↑ art-data.txt:1630 (0.31.0)