Thermoarcanic GlovesUncommon |
|
Arcane Ashes: Whenever you deal Fire damage, you gain 2 turns of Heat. |
|
Ash dusts the gloves' fingers, darkening their seams. |
|
0.5 90 |
Thermoarcanic Gloves are Gloves in Baldur's Gate 3. Gloves 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: 0.5 Kg.
- Value: 90 Gp.
Thermoarcanic Gloves Location & How to Get
- Location: Ruined Battlefield (X:5 Y:-23)
- Drop: On a Absolute cultist
Thermoarcanic Gloves Notes and tips
- Notes and tips go here.
- 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
- Anonymous
Wait - do these gloves DAMAGE the wearer with 1-4 'heat' for 2 rounds?
- 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. :(
0
+10
-1