thermoarcanic gloves baldursgate3 fextralife wiki guide 150px

Thermoarcanic Gloves

Uncommon

Arcane Ashes: Whenever you deal Fire damage, you gain 2 turns of Heat.

infobox quote icon baldurs gate 3 wiki guide 24pxAsh dusts the gloves' fingers, darkening their seams.

0.5 weight icon baldurs gate 3 wiki guide90 currency coin baldurs gate 3 wiki guide 24px

Thermoarcanic Gloves are Gloves in Baldur's Gate 3Gloves can be equipped to a character's hands in their designated inventory slot and provide different effects ranging from increased Saving Throws, to gaining Advantage on certain attacks. Even a modest pair of Gloves in BG3 can help a character tremendously, so be on the lookout for them, and equip them when you can.

Ash dusts the gloves' fingers, darkening their seams.

Thermoarcanic Gloves Information

  • Arcane Ashes: Whenever you deal Fire damage, you gain 2 turns of Heat.
    • Heat: Engulfed by a vengeful fire. Takes 1d4 Fire damage each turn, but can use Heat Convergence.
    • Heat Convergence consumes all remaining turns of Heat to deal extra Fire damage on their next spell or attack.
    • Maximum: 7 turns.
  • weight icon baldurs gate 3 wiki guideWeight: 0.5 Kg.
  • value icon baldurs gate3 wiki guideValue: 90 Gp.

 

Thermoarcanic Gloves Location & How to Get

Thermoarcanic Gloves Notes and tips

  • Notes and tips go here.
 
All Gloves in Baldur's Gate 3
Abyss Beckoners  ♦  Bhaalist Gloves  ♦  Blackguard's Gauntlets  ♦  Bonespike Gloves  ♦  Bracers of Defence  ♦  Braindrain Gloves  ♦  Cerebral Citadel Gloves  ♦  Cindersnap Gloves  ♦  Craterflesh Gloves  ♦  Daredevil Gloves  ♦  Dark Displacement Gloves  ♦  Dark Justiciar Gauntlets  ♦  Dark Justiciar Gauntlets (Rare)  ♦  Deadly Channeller Gloves  ♦  Drow Leather Gloves  ♦  Druidic Bracers  ♦  Flawed Helldusk Gloves  ♦  Fleetfingers  ♦  Gauntlet of the Tyrant  ♦  Gauntlets of Hill Giant Strength  ♦  Gauntlets of Surging Accuracy  ♦  Gauntlets of the Warmaster  ♦  Gemini Gloves  ♦  Githyanki Bracers  ♦  Gloves of Archery  ♦  Gloves of Baneful Striking  ♦  Gloves of Battlemage's Power  ♦  Gloves of Belligerent Skies  ♦  Gloves of Cinder and Sizzle  ♦  Gloves of Crushing  ♦  Gloves of Dexterity  ♦  Gloves of Fire Resistance  ♦  Gloves of Flint and Steel  ♦  Gloves of Hail of Thorns  ♦  Gloves of Heroism  ♦  Gloves of Missile Snaring  ♦  Gloves of Power  ♦  Gloves of Soul Catching  ♦  Gloves of Succour  ♦  Gloves of the Automaton  ♦  Gloves of the Balanced Hands  ♦  Gloves of the Duellist  ♦  Gloves of the Growling Underdog  ♦  Gloves of Thievery  ♦  Gloves of Uninhibited Kushigo  ♦  Helldusk Gloves  ♦  Hellrider's Pride  ♦  Herbalist's Gloves  ♦  Hr'a'cknir Bracers  ♦  Ichorous Gloves  ♦  Jhannyl's Gloves  ♦  Knock Knuckle Gloves  ♦  Leather Gloves  ♦  Legacy of the Masters  ♦  Luminous Gloves  ♦  Martial Exertion Gloves  ♦  Metallic Gloves  ♦  Netherstone-Studded Gauntlet  ♦  Nimblefinger Gloves  ♦  Oathbreaker Knight Gloves  ♦  Pale Widow Gloves  ♦  Poisoner's Gloves  ♦  Quickspell Gloves  ♦  Raven Gloves  ♦  Reason's Grasp  ♦  Seraphic Pugilist Gloves  ♦  Servitor of the Black Hand Gloves  ♦  Snow-Dusted Monastery Gloves  ♦  Spellmight Gloves  ♦  Spellseeking Gloves  ♦  Stalker Gloves  ♦  Swordmaster Gloves  ♦  The Fork-Lightning Fingers  ♦  The Reviving Hands  ♦  The Sparkle Hands  ♦  Thunderpalm Strikers  ♦  Unlucky Thief's Gloves  ♦  Unwanted Masterwork Gauntlets  ♦  Vampiric Gloves  ♦  Winkling Gloves  ♦  Winter's Clutches  ♦  Wondrous Gloves

 




Tired of anon posting? Register!
    • Anonymous

      it sounds nice if there is no other options in same act... flawed helldusk gloves deal extra 1d4 fire damage!
      even if you use the set; thermoarcanic gloves, cinder shoes, hellfire greataxe, cindermonth cloak (the last 2 get in act 3 while the rest in between act 1-2)
      so get 4 heat in a turn from 2 attacks. as a berserker you can also attack once more time so spend for +4 damage or get 6 heat? with the flawed helldusk glove you are already equalizated the thermoaranic glove and the hellfire axe...


      the main problem is the limitation of 7 HEAT!!! if you could get more heat like if you wear the full set then the 2 heat effect increases to 4 and the limit is 16 then yes but now?

      may it would be practical if use only the hellfire axe which is even make the biggest fire attack (1d6) and use helldusk gloves and with karlach (yes it is a tiefling set! every fire damage reducing to 1 cause 2 and 3 roll become 1)
      so in theory at every second round you deal extra +5fire damage or just +2fire at every turn and not get any damage from heat

      but even could fix the problem if would be an item what make burning by fire attacks! like the ring what would do burning instead of self immolation. :(

      • Anonymous

        for flame warrior. your body will cover with fire, also enemy
        fire resistance + damage reducing option make player heat immune.
        synergy with heat / fire weapon

        • Anonymous

          Just way too much trouble to maintain for a little extra damage. Say you've built up 5 stacks of heat ready to cast but then the battle ends. Now you're stuck burning for 1d4 for 5 turns, and fire resistance doesn't do anything to help you. Can't mindlessly firebolt doors and treasure chests without taking the gloves off. Some cool things you can do with scorching ray, but considering lightning charges with magic missiles seem to basically do the same thing better with no downsides, this in comparison just feels very annoying.

          • Anonymous

            didn't find it explained in the wiki, but heat will deal 1d4 fire damage per turn to the wearer, but you gain a toggleable passive that will cause your next fire spell to consume the remaining turns of heat to deal extra damage

          Load more
          ⇈ ⇈