Difference between revisions of "Mad Mage's Maulers"

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For characters without such brutish tendencies, MP regeneration is quite useful, even with a minor Int penalty. Just be sure not to hit an enemy! Hybrids finding these gloves could dedicate to one way or the other, or simply not touch them.
 
For characters without such brutish tendencies, MP regeneration is quite useful, even with a minor Int penalty. Just be sure not to hit an enemy! Hybrids finding these gloves could dedicate to one way or the other, or simply not touch them.
  
Unlike normal gloves of infusion, [[Djinn]] cannot trigger the Mad Mage's Maulers as the effect would instantly kill them. For them, these are simply +3 gloves with an intelligence penalty.
+
Unlike normal gloves of infusion, [[Djinn]] cannot trigger the Mad Mage's Maulers, as the effect would instantly kill them. For Djinn, these are simply +3 gloves with an intelligence penalty.
  
 
==History==
 
==History==

Revision as of 09:53, 26 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
A pair of gloves designed to carefully control and channel the flow of magic, later misused and mangled by the lunatic murderer-mages of the Fifth Circle. Their influence leaves the wearer of these gloves distracted by intrusive images, vividly aware of the death and destruction their hands could wreak.

Mad Mage's Maulers.png the +3 Mad Mage's Maulers

Infusion +∞ (consumes all MP when making a melee attack to boost damage by +1 / 2MP)
RegenMP (+0.4 MP/turn)
-3 Intelligence

Desirability

The Mad Mage's Maulers[1] are respectably strong. Melee characters can deal with enemies one at a time, giving a pretty large buff to their first hit. Characters in a comfortable enough situation can pillar dance to continuously renew the damage buff.

For characters without such brutish tendencies, MP regeneration is quite useful, even with a minor Int penalty. Just be sure not to hit an enemy! Hybrids finding these gloves could dedicate to one way or the other, or simply not touch them.

Unlike normal gloves of infusion, Djinn cannot trigger the Mad Mage's Maulers, as the effect would instantly kill them. For Djinn, these are simply +3 gloves with an intelligence penalty.

History

  • The Mad Mage's Maulers were added in 0.28.

References