Home Items Helms Hat of Fire Acuity Hat of Fire Acuity is an item of Uncommon rarity. Type: Helms. Recorded sources: Act 2 · Last Light Inn · Found in the world. See acquisition details below for conditions. Weight 0.5, Value 90 gold. Passives: Fire Acuity.
Hat of Fire Acuity
Uncommon
Fire Acuity: Whenever you deal Fire damage, you gain Arcane Acuity for 2 turns.
It is said some wizard hats grant the power to keep your head cool - both literally and figuratively.
How to obtain
Act 2
Found in the world
Last Light Inn
Effect
Arcane Acuity
Arcane Acuity increases spell attack rolls and spell save DC according to its remaining stacks.
Stage 3 · Combining effects Equipment and stacking
If your equipment grants stacks from weapon attacks, attacking before casting can help. The action that grants stacks depends on the item.
Taking damage reduces its remaining duration. Even after building stacks, being hit before casting can reduce the bonus.
Read first Stacking Spell attacks and saving-throw spells
Sources and review date Reviewed: 2026-09-14
Derived from game data
What is an Attack Roll? Start here Read What is a Saving Throw? Read When does it stack, and who receives it? Read What changes with each stack? Read How long does it last? Read When is it useful, and what should you watch for? Read
Expand all answers
Effect permalink
An attack roll decides whether an attack hits. The total must meet or exceed the target’s Armour Class.
Stage 1 · Combat basics Attacks 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.
Read first d20 rolls Proficiency
Sources and review date Reviewed: 2026-09-14
Based on in-game text
How is that check calculated? Read
A d20 has twenty possible results, from 1 to 20. It is used to resolve attacks and many uncertain actions.
Stage 1 · Combat basics Attacks 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
A saving throw determines whether you resist or avoid a harmful effect, such as a spell or trap.
Stage 1 · Combat basics Attacks and dice
Roll a d20 using the ability named by the effect, then add the relevant modifier and saving-throw bonuses. Meeting the Difficulty Class succeeds.
Success may mean half damage or avoiding the effect entirely. A successful save does not always mean zero damage.
Read first d20 rolls Ability scores and modifiers
Sources and review date Reviewed: 2026-09-14
Based on in-game text
How is that check calculated? Read
When an item's specified trigger is met, it applies Arcane Acuity.
Based on in-game text
Trigger source Fire Acuity
Whenever you deal Fire damage, you gain Arcane Acuity for 2 turns. Trigger context OnDamageApplies to Self Application condition IsDamageTypeFire() and not Self()Application chance 100% Application duration 2 turns
Each remaining stack grants a bonus to spell Attack Rolls and spell Difficulty Class.
Derived from game data
How stacks work The remaining stacks affect this effect. Roll example The effect increases by 1 per stack. Game status key MAG_GISH_ARCANE_ACUITYIn-game text Affected entity has a +1 bonus to its spell Attack Rolls and spell Difficulty Class for each remaining turn. Reduce the duration by 2 each time the entity takes damage.
Why are remaining turns and stacks shown together? Read
Repeated effects may grow stronger, last longer, replace one another, or fail to combine.
Stage 3 · Combining effects Equipment 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.
Read first Turns and rounds Resistance, Vulnerability, and Immunity
Sources and review date Reviewed: 2026-09-14
Derived from game data
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_GISH_ARCANE_ACUITYIn-game text Affected entity has a +1 bonus to its spell Attack Rolls and spell Difficulty Class for each remaining turn. Reduce the duration by 2 each time the entity takes damage.
After building it up, use it with spells that use spell Attack Rolls or require Saving Throws; also account for its duration being reduced when the bearer takes damage.
Codex commentary
Equip in build
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