#5031
In variants that have differently-sized objects and inability to use items of the wrong size: An artifact armor piece, possibly gloves, that allows you to wield things that are one size larger than your current limit.
In variants that have differently-sized objects and inability to use items of the wrong size: An artifact armor piece, possibly gloves, that allows you to wield things that are one size larger than your current limit.
You should be able to wear only one of a pair of gloves, getting half of its benefit, but allowing you to wear a different type of glove on the other hand for half of its benefit.
Gauntlets of corpse lugging: with them on, any corpses you pick up have their weight reduced by 90% or 99%.
Barbed devils have a passive physical attack that involves you getting pierced by their barbs. Possibly if you are wearing body armor and/or gloves, or wielding a two-handed weapon with longer reach, the passive attack may not always hit you. (Polearms should never incur this attack, but the way passive attacks work by default should already ensure this.)
Gloves of skill (or “gauntlets of weapon mastery”): magical gloves which raise your effective skill level in your wielded weapon by 1.
Two new objects, spiked gauntlets and spiked boots. Both are nonmagical and made of iron. Spiked gauntlets give a large damage bonus to unarmed combat and also give more AC than standard gloves. Spiked boots give a large damage bonus to kick attacks, and allow you to walk on ice without slipping, the same as snow boots do.
Snow golems occasionally drop one or more of the following when killed:
New artifact The Stage Magician’s Gloves: some form of gloves, possibly special-cased to appear white. They allow you to use wands like a stethoscope, with one free zap per turn, and also confer magic resistance when worn. When invoked, if you are wearing a non-cursed hat or helm, you pull a random item or small or tiny monster out of your hat. If not wearing a hat you get YAFM.
Boxing glove trap, a trap that hits the victim with a boxing glove (for stunning, potentially?). When untrapped, it can produce a random pair of gloves, biased towards normal leather gloves and maybe away from fumble gloves.
Artifact gloves that allow you to shoot your fists in a direction when you F-attack in that direction, letting you do your normal barehanded melee attack at a distance. This does not harm you; they automatically return afterwards.
Zapping a wand requires touching it, so unless you are wearing gloves, this causes you to incur any effects, such as silver damage, from handling something of its material. Conversely, monsters usually won’t use a wand that will hurt them (unless they’re wearing gloves), and will incur material effects if they do.
New non-magical gauntlet which is metal and has no special effects but has 2 or 3 base AC. Knights start with it instead of leather gloves.
Gloves of fortune, which unlike SporkHack cause killed monsters to drop d10 gold pieces that didn’t previously exist, and rarely a gem.
Stealing gloves (also possibly named “rogues gloves” or “gauntlets of thievery”). 0 base AC, and Rogues begin the game wearing a pair. When you hit a monster barehanded while wearing them, you deal no damage (and don’t train bare handed combat skill) but you get a Dex-versus-monster-AC chance of stealing a random non-equipped item or some gold out of their inventory. You can also attack a peaceful monster with them to attempt to steal something; in addition to the Dex-vs-AC roll, this requires passing both another Dex check and a Cha check for them not to notice. If the Dex check fails, you don’t steal anything successfully; if the Cha check fails, they notice (waking up if asleep) and get mad. If the stolen item is currently equipped, there’s no Cha check; the monster just gets alerted and angry.
Gloves that are sufficiently burnt or rotted only protect from touching cockatrice corpses some of the time.
Blessed gloves of any type allow you to handle cursed weapons without them welding to your hands.
Gloves that give a boost to multishot somehow: either increase the maximum by 1, or reroll the roll if it happened to be 1, or something. There’s debate on how not to overpower multishot with an item like this.
Brass knuckles, an item that increases damage done with bare hands and martial arts if you are unarmed. There are multiple takes on it:
Reach gloves: let you pick up items from adjacent squares and grapple monsters.
Greased gloves grant extrinsic slippery fingers.
Elven gloves, which grant stealth and can be enchanted to +7.
Wearing gloves should prevent you from making touch attacks. Affects monsters too, so monsters that have touch attacks will avoid wearing gloves.
Add gauntlets and boots of reflection.