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Gloves of Battlemage's Power
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Gloves of Battlemage's Power is a set of rare Gloves. They allow the wearer to gain Arcane Acuity whenever they hit a target with a spell or cantrip that uses a weapon.

Bands of blue light snap and contract when the gloved fingertips are pressed together - evidence of the arcane polarity linking them.
Properties
- Rare Rarity:
- Weight: 0.5 kg / 1 lb
- Price: 290 gp
UID
MAG_Gish_ArcaneAcuity_GlovesUUID
15381544-e616-46e6-a881-0af793971863
Special
The wearer of this item gains:
- Battlemage's Power
- When you hit a target with a spell or cantrip that uses a weapon, you gain .
Condition: Arcane Acuity
- Affected entity has a +1 bonus to its spell Attack rolls and spell save DC for each remaining turn.
- Reduce the duration by 2 each time the entity takes damage.
- Arcane Acuity has a maximum Duration: 10 turns.
Where to find
- Reithwin Tollhouse X: -84 Y: -88: In a locked opulent chest on the second floor in the room with two locked doors
Notes
- Sleight of Hand check can be used to unlock the chest that contains these gloves. DC 10
- These Gloves functions were redesigned in Patch 8.
- Attacks hard-coded to trigger are:
- Most smite spells (including ), although some only work at certain levels (see Bugs section).
- and
- or main hand attacks (but only from known spells or those cast from scrolls, not those granted by items or exploits such as the permanent Flame Blade or Shadow Blade available via the hireling glitch)
Bugs
- The reader is advised that this item appears to have some of the most complex and unintuitive behavior in the game, making it difficult to distinguish what is actually a bug.
- Any damage dealt while wielding a Flame Blade in the main hand triggers Battlemage's Power. The damage can be from any source such as weapon attacks, spell damage (including each dart from ), or even damage from status effects like . Battlemage's Power does not trigger if the conjured weapons are in the off-hand, even if attacking with the conjured weapon. This effect also used to work while wielding a Shadow Blade in the main hand, but this was removed in a hotfix after Patch 8.
- Battlemage's Power does not function with the Mephistopheles Tiefling version of Flame Blade, as this version has a different condition applied to it which is not listed in the
ArcaneAcuityGlovesCondition() .khn
script. - Healing Potions and Grenades triggers Battlemage's Power, even without hitting any target.
- Reaction Smites provide acuity if and only if the triggering attack provided acuity. If the source attack does trigger the gloves, reaction smite triggers them a second time, for a total of +4 Acuity.
- All of the following provide Acuity:
- Persistent AoE spell effects like and
- Every status in the game which deals damage attributed to the wearer triggers these gloves. For example, and .
- Fall damage caused by the wearer
- Some miscellaneous effects like the Holy Lance Helm
- Retaliation effects such as Shield of Scorching Reprisal do not trigger the gloves. and
- The gloves are meant to have a OncePerAttack restriction, meaning they should only provide Acuity once per damaging event. However, the OncePerAttack limit gets reset every time the player character performs any effect which targets any in-game entity, whether that entity is an enemy, an ally, or the wearer themself.
- This includes regular attacks as well as self-target abilities like Dash and Rage.
- This also includes effects the game considers an "attack" (due to underlying code) such as: using the Perform action (including in combat), speaking with the Sentient Amulet (including in combat), targeting someone with the ability check version of , and provoking an attack of opportunity (though if the wearer takes damage from it, they lose 2 Acuity).
- Explosions also reset the gloves' once per attack limit. This includes the AOE "explosions" from Hamarhraft and Luminous Armour as well as grenades like Alchemist's Fire and Caustic Bulb.
Gallery[edit | edit source]
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Dyed variations