Difference between revisions of "Mad Mage's Maulers"
(CBA commit 27a1dae) |
(0.30 - revamp) |
||
Line 4: | Line 4: | ||
[[File:Mad Mage's Maulers.png]] '''''the +3 Mad Mage's Maulers''''' | [[File:Mad Mage's Maulers.png]] '''''the +3 Mad Mage's Maulers''''' | ||
− | [[Infusion (ego)|Infusion]] +∞ (consumes all [[MP]] when making a melee attack to add a damage bonus of up to | + | [[Infusion (ego)|Infusion]] +∞ (consumes all [[MP]] when making a melee attack to add a damage bonus of up to 4*MP.)<br> |
− | + | VampMP (always activates: 1/8th damage done is converted into MP)<br> | |
− | - | + | -Cast |
==Desirability== | ==Desirability== | ||
− | The '''Mad Mage's Maulers'''<ref>{{source ref|0.29.0|art-data.txt|1590}}</ref> are | + | The '''Mad Mage's Maulers'''<ref>{{source ref|0.29.0|art-data.txt|1590}}</ref> are a powerful item for melee characters. This item gives you at least 1 obscenely strong hit to melee, assuming you have the MP for it. Beware of running out of MP. Even though these gloves prohibit spell magic, many [[god|divine]] abilities consume some amount of MP. |
− | + | The infusion ego does not work on [[ranged weapon]]s, and this glove prevents spellcasting entirely. So hybrid characters have to either use these gloves, dedicating themselves to melee, or abstain from 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 | + | 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 which prevent casting. |
==History== | ==History== | ||
− | * | + | *Prior to [[0.30]], the Mad Mage's Maulers provided [[Amulet of magic regeneration|RegenMP]]+ and -3 Int instead of VampMP and -Cast. In addition, it only boosted damage by 2*MP. |
*The Mad Mage's Maulers were added in [[0.28]]. | *The Mad Mage's Maulers were added in [[0.28]]. | ||
Revision as of 05:17, 5 May 2023
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 4*MP.)
VampMP (always activates: 1/8th damage done is converted into MP)
-Cast
Desirability
The Mad Mage's Maulers[1] are a powerful item for melee characters. This item gives you at least 1 obscenely strong hit to melee, assuming you have the MP for it. Beware of running out of MP. Even though these gloves prohibit spell magic, many divine abilities consume some amount of MP.
The infusion ego does not work on ranged weapons, and this glove prevents spellcasting entirely. So hybrid characters have to either use these gloves, dedicating themselves to melee, or abstain from 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 which prevent casting.
History
- Prior to 0.30, the Mad Mage's Maulers provided RegenMP+ and -3 Int instead of VampMP and -Cast. In addition, it only boosted damage by 2*MP.
- The Mad Mage's Maulers were added in 0.28.
References
- ↑ art-data.txt:1590 (0.29.0)