Gloves of Belligerent Skies is an item of Uncommon rarity. Type: Gloves. Recorded sources: Act 1 · Mountain Pass · Container. See acquisition details below for conditions. Weight 0.5, Value 90 gold. Passives: Thunderous Conversion.
Gloves of Belligerent Skies
Uncommon
Thunderous Conversion: When the wearer deals [1], [2], or [3], inflict 2 turns of Reverberation upon the target(s).
Balling your fingers into fists while wearing these gloves causes a sonorous chime, like the fusion of a tempest and a church bell, to resound inside your skull.
How to obtain
Act 1ContainerMountain Pass
Effect
Reverberation
Reverberation weakens Strength, Dexterity, and Constitution saves and can trigger extra damage and Prone at its threshold.
Stage 3 · Combining effectsEquipment and stacking
Apply it before an effect requiring one of those saves. It does not also weaken Intelligence, Wisdom, or Charisma saves.
At 5 or more turns, the Thunder damage and the check for Prone are separate. Dealing the damage does not guarantee the target falls.
When an item's specified trigger is met, it applies Reverberation to the wearer or target.
Based on in-game text
Trigger source
Thunderous Conversion
When the wearer deals [1], [2], or [3], inflict 2 turns of Reverberation upon the target(s).
Trigger context
OnDamage
Applies to
Target
Application condition
IsDamageTypeLightning() or IsDamageTypeThunder() or IsDamageTypeRadiant()
Application chance
100%
Application duration
2 turns
Answer
Reverberation Stack Adjustment
Each remaining stack applies a negative modifier to Strength, Dexterity, and Constitution Saving Throws.
Derived from game data
How stacks work
The remaining stacks affect this effect.
Roll example
The effect increases by 1 per stack. Triggers at 5 stacks (1d4 Thunder) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
Game status key
MAG_THUNDER_REVERBERATION
In-game text
Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per remaining turn.
When the entity has 5 or more turns of Reverberation, it takes 1d4 Thunder damage and possibly falls Prone. The condition is removed afterward.
Creatures Immune to Thunder damage can't receive Reverberation.
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_THUNDER_REVERBERATION
In-game text
Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per remaining turn.
When the entity has 5 or more turns of Reverberation, it takes 1d4 Thunder damage and possibly falls Prone. The condition is removed afterward.
Creatures Immune to Thunder damage can't receive Reverberation.
Answer
Reverberation Threshold and Blast
When the threshold is reached, stacks are consumed and an additional effect occurs.
Derived from game data
Threshold
5 stacks
At the threshold
1d4 Thunder
Roll example
The effect increases by 1 per stack. Triggers at 5 stacks (1d4 Thunder) — Stacks expire after 2 turns; at least 3 hits per turn are required to trigger.
Game status key
MAG_THUNDER_REVERBERATION
In-game text
Affected entity has a -1 penalty to Strength, Dexterity, and Constitution Saving Throws per remaining turn.
When the entity has 5 or more turns of Reverberation, it takes 1d4 Thunder damage and possibly falls Prone. The condition is removed afterward.
Creatures Immune to Thunder damage can't receive Reverberation.
Answer
Using Reverberation
After applying it several times, follow it with an effect that calls for a Saving Throw, but do not assume it stacks on every hit.