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Battlemage's Power

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Battlemage's Power is a passive feature that enhances the user's spellcasting whenever they damage a foe with a weapon attack spell.

Description

When you hit a target with a spell or cantrip that uses a weapon, you gain Arcane AcuityArcane Acuity.

Details

Recharge: Per attack Recharge: Per attack

Condition: Arcane Acuity

Arcane AcuityArcane Acuity

Duration: 2 turns

  • 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.

How to learn

Granted by the equipment:

Notes

Bugs

  • The reader is advised that Battlemage's Power appears to have some of the most complex and unintuitive behaviour 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 Magic MissileMagic Missile), or even damage from status effects like BurningBurning. 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.
    • ThrowingThrowing 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 Battlemage's Power, reaction smite triggers them a second time, for a total of +4 Acuity.
    • All of the following provide Acuity:
      • Persistent AoE spell effects like CloudkillCloudkill and Wall of FireWall of Fire
      • Every status in the game which deals damage attributed to the wearer triggers Battlemage's Power. For example, BurningBurning and ElectrocutedElectrocuted.
      • Fall damage caused by the wearer
      • Some miscellaneous effects like the Holy Lance Helm
    • Retaliation effects such as Armour of AgathysArmour of Agathys and Shield of Scorching Reprisal do not trigger Battlemage's Power.
    • Battlemage's Power is 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 Bend LuckBend Luck, 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.

References[edit | edit source]

From the definition of ArcaneAcuityGlovesCondition() in Mods/Shared/Scripts/thoth/helpers/CommonConditions.khn:

Show code
function ArcaneAcuityGlovesCondition()
	return IsSmiteSpells()
	| SpellId('Target_BoomingBlade_ClassSpell')
	| IsSpellChildOrVariantFromContext('Target_BoomingBlade_ClassSpell')
	| SpellId('Target_BoomingBlade')
	| IsSpellChildOrVariantFromContext('Target_BoomingBlade')
	| SpellId('Target_EnsnaringStrike')
	| SpellId('Projectile_EnsnaringStrike')
	| IsSpellChildOrVariantFromContext('Target_EnsnaringStrike')
	| IsSpellChildOrVariantFromContext('Projectile_EnsnaringStrike')
	| SpellId('Projectile_HailOfThorns')
	| IsSpellChildOrVariantFromContext('Projectile_HailOfThorns')
	| HasStatus('FLAME_BLADE',GetActiveWeapon()) 
	| HasStatus('FLAME_BLADE_4',GetActiveWeapon())
	| HasStatus('FLAME_BLADE_6',GetActiveWeapon())
	| HasStatus('SHADOW_BLADE',GetActiveWeapon())
	| (IsSpell() & IsWeaponAttack())
end