Difference between revisions of "Delatra's gloves"

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{{flavour|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.}}
 
{{flavour|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.}}
 
[[File:Delatra's gloves.png]] '''''the +1 Delatra's gloves'''''
 
[[File:Delatra's gloves.png]] '''''the +1 Delatra's gloves'''''
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==Desirability==
 
==Desirability==
Obviously, '''Delatra's gloves'''<ref>{{source ref|0.28.0|art-data.txt|1602}}</ref> are only useful when you have not identified many [[potion]]s or [[scroll]]s. As such, these gloves tend to spawn very early game. Having numerous sources of guaranteed heal wounds can bail you out of many situations in the early game, but that doesn't stop the effects of potentially harmful potions like [[potion of berserk rage|berserk rage]], [[potion of lignification|lignification]] and [[potion of mutation|mutation]]. MP recovery is slightly less desirable, though it will still help any casters in need of an MP boost.
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'''Delatra's gloves'''<ref>{{source ref|0.31.0|art-data.txt|1630}}</ref> are most useful when you have not identified many [[potion]]s or [[scroll]]s. 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 [[potion of berserk rage|berserk rage]], [[potion of lignification|lignification]], and [[potion of mutation|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. But no matter what, they are still +1 gloves for characters who have not found another pair to wear yet.
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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.
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This artefact is more likely to spawn in the very early game, where its ability is most likely to be useful.
  
 
==History==
 
==History==
*Delatra's gloves were added in [[0.28]]
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*Delatra's gloves were added in [[0.28]].
  
 
==References==
 
==References==

Latest revision as of 19:14, 11 February 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
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.

Delatra's gloves.png the +1 Delatra's gloves

+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