As long as the wearer is wielding a Common melee weapon, all their melee attacks deal +1 damage.
1 unit
Wearer is immune to Fire damage inflicted on the wearer caused by the wearer’s weapon becoming overheated. It does not mitigate damage from any other source, not even other sources of Fire damage.
E.g., if you fell into a giant forge while wearing these gloves, this item would have no affect how much damage you took from intense heat. However, if you were to wield a red-hot weapon that had just been removed from a forge,
Adds +4 to AC and Shock damage inflicted on the wearer is reduced by 2 points per attack/effect
Once per room, this missile weapon may be used to make a ranged attack.
This damage from this weapon may optionally be enhanced with slug ammo.
Adds +3 to AC.
Darkrift damage inflicted on the wearer is reduced by 1 point per attack/effect.
Adds +3 to AC.
Shock damage inflicted on the wearer is reduced by 1 point per attack/effect.









