Gloves

This generated reference contains 34 EOR equipment entries.

Name Tier Rarity Type Value Stats Abilities Acquisition Description
Astral Loom Gloves 2–2 Rare Armor Hands 265 Armor +2, Resistance +5, Evasion +1, Intelligence +4, Magic Damage +2 None Town markets, Dungeon markets, Loot A tier 3 mystic gloves with a controlled defensive profile. Secondary package: Intelligence +4; Magic Damage +2.
Brassclad Beastman Arm Boards 1–2 Uncommon Armor Hands 50 Armor +2, Phy +2, Strength +2, Talent -1, Vitality +1 None Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Brassclad Travelling Gloves 1–2 Common Armor Hands 38 Awareness +2, Critical Chance +10, Armor +2, Evasion +2, Resistance +2, Strength +1, Talent -2 None Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Candlewick Gloves 0–0 Common Armor Hands 20 Resistance +2, Intelligence +1, Magic Damage +1 None Town markets, Dungeon markets, Loot A tier 0 mystic gloves with a controlled defensive profile. Secondary package: Intelligence +1; Magic Damage +1.
Coppertrail Gloves 0–0 Common Armor Hands 20 Armor +1, Resistance +1, Awareness +1, Evasion +2 None Town markets, Dungeon markets, Loot A tier 0 medium gloves with a controlled defensive profile. Secondary package: Awareness +1; Evasion +2.
Dawnsplit Plate Glove 2–3 Common Armor Hands 81 Armor +3, Intelligence -3, Phy +3, Resistance +2, Strength +5 None Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Dawnsplit Soldier Gloves 2–3 Common Armor Hands 81 Armor +3, Max Health +7, Resistance +3, Strength +2, Vitality +3 None Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Eclipse Adventure Gloves 2–3 Common Armor Hands 86 Awareness +3, Critical Chance +15, Armor +3, Evasion +3, Resistance +3, Strength +2, Talent -3 None Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Field Fancy Bracers 0–3 Common Armor Hands 70 Awareness -3, Armor +3, Gold Multiplier +7, Luck +3, Resistance +3, Skl +1, Talent +3 None Town markets, Dungeon markets, Loot Not flashy, just useful in more situations than expected.
Guard Gloves 0–1 Common Armor Hands 17 Awareness +1, Critical Chance +5, Armor +1, Evasion +1, Resistance +1, Talent -1 None Town markets, Dungeon markets, Loot Common work made dependable by use.
Guard Used Queens Gloves 0–1 Common Armor Hands 3 Armor +1, Resistance +1 None Loadout Common work made dependable by use.
Hearth Splint Gauntlet 1–2 Common Armor Hands 36 Armor +2, Intelligence -2, Phy +2, Resistance +1, Strength +3 None Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Hearth Sturdy Gloves 1–2 Common Armor Hands 36 Armor +2, Max Health +4, Resistance +2, Strength +1, Vitality +2 None Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Horizon Grips 3–3 Artifact Armor Hands 1050 Armor +6, Resistance +6, Evasion +6, Speed +6, Critical Chance +10 None Loot A tier 5 light gloves with a controlled defensive profile. Secondary package: Speed +6; Crit Chance +10%.
Ironroot Gauntlets 0–0 Common Armor Hands 20 Armor +1, Strength +1, Phy +1 None Town markets, Dungeon markets, Loot A tier 0 heavy gloves with a controlled defensive profile. Secondary package: Strength +1; Physical Damage +1.
Kingsguard Gauntlets 2–2 Rare Armor Hands 265 Armor +4, Resistance +3, Evasion -1, Strength +4, Phy +2 None Town markets, Dungeon markets, Loot A tier 3 heavy gloves with a controlled defensive profile. Secondary package: Strength +4; Physical Damage +2.
Last Star Handwraps 3–3 Artifact Armor Hands 1050 Armor +3, Resistance +8, Evasion +2, Intelligence +6, Magic Damage +3 None Loot A tier 5 mystic gloves with a controlled defensive profile. Secondary package: Intelligence +6; Magic Damage +3.
Mythic Guard Gloves 2–3 Common Armor Hands 182 Armor +4, Max Health +10, Resistance +4, Strength +2, Vitality +4 None Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Mythic Plate Gauntlet 2–3 Common Armor Hands 182 Armor +4, Intelligence -4, Phy +4, Resistance +3, Strength +6 None Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Oathbound Scholar Gloves 0–1 Common Armor Hands 18 Armor +1, Intelligence +1, Magic Damage +1, Resistance +2, Strength -1 None Town markets, Dungeon markets, Loot Common work made dependable by use.
Oathbound Simple Bracers 0–3 Common Armor Hands 14 Awareness -1, Armor +1, Gold Multiplier +2, Luck +1, Resistance +1, Skl +1, Talent +1 None Town markets, Dungeon markets, Loot The sort of gear that earns its slot outside raw damage.
Padded Apprentice Gloves 1–2 Common Armor Hands 40 Armor +2, Intelligence +3, Magic Damage +2, Resistance +3, Strength -2 None Town markets, Dungeon markets, Loot A mid-journey upgrade for someone who has survived a few mistakes.
Padded Bard Bracers 0–3 Common Armor Hands 31 Awareness -2, Armor +2, Gold Multiplier +4, Luck +2, Resistance +2, Skl +1, Talent +2 None Town markets, Dungeon markets, Loot A flexible utility piece that can show up almost anywhere.
Roadworn Dream Gloves 0–3 Common Armor Hands 159 Awareness -4, Armor +4, Gold Multiplier +10, Luck +4, Resistance +4, Skl +1, Talent +4 None Town markets, Dungeon markets, Loot A support item for players who like solving problems sideways.
Royal Pathfinder Grips 2–2 Rare Armor Hands 265 Armor +4, Resistance +4, Evasion +6, Awareness +4 None Town markets, Dungeon markets, Loot A tier 3 medium gloves with a controlled defensive profile. Secondary package: Awareness +4; Evasion +4.
Royal Wizard Gloves 2–3 Common Armor Hands 205 Armor +4, Intelligence +6, Magic Damage +4, Resistance +5, Strength -4 None Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Scholar Light Gloves 0–1 Common Armor Hands 3 Critical Chance +10, Resistance +1 None Loadout Common work made dependable by use.
Scholar Splint Glove 0–1 Common Armor Hands 16 Armor +1, Intelligence -1, Phy +1, Strength +1 None Town markets, Dungeon markets, Loot Common work made dependable by use.
Star Mage Gloves 2–3 Common Armor Hands 91 Armor +3, Intelligence +5, Magic Damage +3, Resistance +4, Strength -3 None Town markets, Dungeon markets, Loot A veteran piece meant for dangerous maps and mean rolls.
Starbound Gloves 3–3 Artifact Armor Hands 1050 Armor +6, Resistance +6, Evasion +9, Awareness +6 None Loot A tier 5 medium gloves with a controlled defensive profile. Secondary package: Awareness +6; Evasion +6.
Stormforged Assassin Gloves 2–3 Common Armor Hands 193 Awareness +4, Critical Chance +20, Armor +4, Evasion +4, Resistance +4, Strength +2, Talent -4 None Town markets, Dungeon markets, Loot Built for the final stretch, where small advantages become plans.
Stormrunner Bracers 2–2 Rare Armor Hands 265 Armor +4, Resistance +4, Evasion +4, Speed +4, Critical Chance +5 None Town markets, Dungeon markets, Loot A tier 3 light gloves with a controlled defensive profile. Secondary package: Speed +4; Crit Chance +5%.
Whispergrip Gloves 0–0 Common Armor Hands 20 Armor +1, Resistance +1, Evasion +1, Speed +1, Critical Chance +3 None Town markets, Dungeon markets, Loot A tier 0 light gloves with a controlled defensive profile. Secondary package: Speed +1; Crit Chance +3%.
Worldbreaker Fists 3–3 Artifact Armor Hands 1050 Armor +6, Resistance +5, Evasion -2, Strength +6, Phy +3 None Loot A tier 5 heavy gloves with a controlled defensive profile. Secondary package: Strength +6; Physical Damage +3.