Difference between revisions of "Mad Mage's Maulers"

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[[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 2*MP.)<br>
+
[[Infusion (ego)|Infusion]] +∞ (consumes all [[MP]] when making a melee attack to add a damage bonus of up to 4*MP.)<br>
[[Amulet of magic regeneration|RegenMP]] (+0.4 MP/turn)<br>
+
VampMP (always activates: 1/8th damage done is converted into MP)<br>
-3 [[Intelligence]]
+
-Cast
  
 
==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 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.  
  
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.
+
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 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 which prevent casting.
  
 
==History==
 
==History==
*In [[0.30]], the Mad Mage's Maulers will have VampMP (100%; 1/8th damage to MP) and -Cast instead of RegenMP and -3 Intelligence. In addition, they will boost damage by 4*MP, like regular infusion.
+
*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 06:17, 5 May 2023

Version 0.29: 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 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