Difference between revisions of "Mad Mage's Maulers"
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==Desirability== | ==Desirability== | ||
− | The '''Mad Mage's Maulers'''<ref>{{source ref|0.29.0|art-data.txt|1590}}</ref> are respectably strong. Melee characters can deal with enemies one at a time, giving a pretty large buff to their first hit | + | The '''Mad Mage's Maulers'''<ref>{{source ref|0.29.0|art-data.txt|1590}}</ref> are respectably strong. Melee characters can deal with enemies one at a time, giving a pretty large buff to their first hit. |
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! Mages can [[inscription|inscribe]] their wielded item with <code>!a</code> in order to force a confirmation whenever you attack. 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! Mages can [[inscription|inscribe]] their wielded item with <code>!a</code> in order to force a confirmation whenever you attack. Hybrids finding these gloves could dedicate to one way or the other, or simply not touch them. |
Revision as of 10:26, 12 October 2022
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. |
Infusion +∞ (consumes all MP when making a melee attack to add a damage bonus of up to 2*MP.)
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.
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! Mages can inscribe their wielded item with !a
in order to force a confirmation whenever you attack. 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
- ↑ art-data.txt:1590 (0.29.0)