Builder’s Gate

Updated 2026-09-27

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The Sparkle Hands is an item of Rare rarity. Type: Gloves. Recorded sources: Act 1 · Sunlit Wetlands · Container. See acquisition details below for conditions. Weight 0.5, Value 110 gold. Passives: Conductive Strikes, Effective Transmitter.

The Sparkle Hands

Rare

Conductive Strikes: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges.

Effective Transmitter: While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage.

'Sometimes I just want to feel that spark,' Yrre the Sparkstruck said. 'Feel the lightning course through me.'

How to obtain

Act 1 Container Sunlit Wetlands

0.5110

Effect

Lightning Charges

While Lightning Charges remain, they grant an attack-roll bonus and additional Lightning damage.

Stage 3 · Combining effectsEquipment and stacking

The ongoing bonus and the extra damage at the charge threshold are different. The basic attack bonus does not keep increasing with every charge.

Equipment determines how charges are gained. Check the order of gaining and spending charges to see whether the next attack can use the extra damage.

Sources and review date

Reviewed: 2026-09-14

Derived from game data
  • Attack
  • Multi-hit
Effect permalink

Core rule

Attack rolls

Core rule permalink

An attack roll decides whether an attack hits. The total must meet or exceed the target’s Armour Class.

Stage 1 · Combat basicsAttacks and dice

Roll a d20 and add the applicable ability modifier, proficiency bonus, and other attack bonuses. The weapon or spell determines which ability applies.

Damage is calculated after the hit is decided. A larger attack-roll total does not itself deal more damage.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Core rule

d20 rolls

Core rule permalink

A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.

Stage 1 · Combat basicsAttacks and dice

Add the relevant ability modifier, proficiency, and other bonuses to the die. Meeting the target number is enough to succeed.

Attack rolls, saving throws, and ability checks use different bonuses. A bonus to one does not automatically apply to the others.

Sources and review date

Reviewed: 2026-09-14

Based on in-game text
  • Attack
  • Defense

Answer

Lightning Charges Application

When an item's specified trigger is met, it applies Lightning Charges.

Based on in-game text

Trigger source

Conductive Strikes

On a hit with an unarmed attack, the wearer gains 2 Lightning Charges.
Trigger context
OnDamage
Applies to
Self
Application condition
IsUnarmedAttack()
Application chance
100%
Application duration
2 turns

    Answer

    Lightning Charges Adjustment

    While Lightning Charges remain, they grant an Attack Roll bonus and additional Lightning damage.

    Derived from game data
    Roll example
    Triggers at 5 stacks (1d8 Lightning) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
    Game status key
    MAG_CHARGED_LIGHTNING

    In-game text

    Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.

    If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage.

    You lose 1 charge per turn.

      Core rule

      Stacking

      Core rule permalink

      Repeated effects may grow stronger, last longer, replace one another, or fail to combine.

      Stage 3 · Combining effectsEquipment and stacking

      For conditions such as Radiating Orb, remaining turns also affect strength. In contrast, repeated resistance does not keep halving damage.

      Check whether the effect stacks and whether it has a cap. A shared display name does not mean the values from every variant can be added together.

      Sources and review date

      Reviewed: 2026-09-14

      Derived from game data
      • Multi-hit

      Answer

      Lightning Charges Duration

      The game data below distinguishes an entry's listed duration from the duration actually applied.

      Derived from game data
      Status duration
      2 turns
      Game status key
      MAG_CHARGED_LIGHTNING

      In-game text

      Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.

      If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage.

      You lose 1 charge per turn.

        Answer

        Lightning Charges Threshold and Consumption

        When the threshold is reached, stacks are consumed and additional Lightning damage occurs.

        Derived from game data
        Threshold
        5 stacks
        At the threshold
        1d8 Lightning
        Roll example
        Triggers at 5 stacks (1d8 Lightning) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
        Game status key
        MAG_CHARGED_LIGHTNING

        In-game text

        Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1 Lightning damage.

        If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8 Lightning damage.

        You lose 1 charge per turn.

          Answer

          Using Lightning Charges

          Keep the charges while making several attacks to pursue the extra damage, while accounting for charges decreasing each turn.

          Codex commentary
            Technical details — 3 effects without commentary

            MAG_CHARGED_LIGHTNING_LIGHTNING_DAMAGE_ONCE_TECHNICAL, MAG_ChargedLightning_Charge_OnUnarmedDamage_Passive, MAG_CHARGED_LIGHTNING_GENERATE_CHARGE_FX

            Equip in build