So, you’ve finally made it to the Lower City of Baldur’s Gate. You’ve survived the shadow-curse, dodged Ketheric’s nonsense, and now you’re looking at your character’s gear thinking it’s time for an upgrade. Honestly, if you’re playing a Fighter, Paladin, or even a Barbarian, there is one specific pair of gloves you need to track down immediately. I'm talking about the Legacy of the Masters. They might look like standard-issue metal gauntlets at first glance, but for anyone who actually cares about landing hits on bosses with high Armor Class (AC), these are basically non-negotiable.
Finding them isn't even that hard. You just go to Dammon. If you managed to keep him alive through Acts 1 and 2—which, let's be real, can be a chore if the Goblins or the Shadow-Curse get rowdy—he’ll be chilling at the Forge of the Nine. He sells them for a decent chunk of gold. It’s a steep price, sure. But in a game where a single missed Great Weapon Master swing can ruin your entire turn, the investment pays for itself within one combat encounter.
What Makes Legacy of the Masters Actually Good?
Most players get distracted by gloves that add 1d4 of Fire or Necrotic damage. That's fine. It looks cool when the numbers pop up. But the math in Baldur’s Gate 3, which is based on the D&D 5e "Bounded Accuracy" system, tells a different story.
The Legacy of the Masters provides two massive benefits:
- Armsmaster: You get a +2 bonus to Attack Rolls.
- Damage: You get a +2 bonus to damage rolls.
That +2 to attack rolls is the secret sauce. In the late game, bosses like Raphael or Sarevok have high AC. If you’re using the Great Weapon Master (GWM) or Sharpshooter feat, you’re taking a -5 penalty to your accuracy just to get that extra +10 damage. That’s a huge gamble. The +2 from these gloves effectively negates almost half of that penalty. It makes your heavy hitter actually hit things. Missing sucks. These gloves make you miss less.
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It’s about consistency.
A character like Lae'zel with a Silver Sword of the Astral Plane becomes a literal woodchipper when you slap these on her. You aren't just fishing for crits anymore; you are reliably deleting enemies from the turn order.
The Math Behind the Accuracy
Let’s look at why that +2 matters more than a 1d4 elemental roll. A 1d4 averages out to 2.5 damage. These gloves give you a flat +2. So, damage-wise, it's nearly identical. However, the +2 to hit represents a 10% increase in your total chance to land an attack on a d20 roll.
If you need to roll a 14 to hit a target, you have a 35% chance. With these gloves, you only need a 12, jumping your success rate to 45%. That doesn't sound like much until you realize it applies to every single swing of your three-attack-per-turn Level 11 Fighter. Over a four-round combat, that's potentially 12 attacks where your math is just better than the enemy's.
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Where Most Players Get It Wrong
People often argue that the Gauntlets of Hill Giant Strength are better. I get it. Setting your Strength to 23 is flashy. It’s awesome for a character that started with low Strength, like a weird Bard-adin hybrid or a Rogue. But if you built your Fighter correctly, you probably already have 20 or 22 Strength via Ability Score Improvements and the Potion of Everlasting Vigour from Araj Oblodra.
If your Strength is already high, the Gauntlets of Hill Giant Strength are a waste of a slot. Legacy of the Masters stacks with your natural Strength.
It’s the difference between "I am strong" and "I am an expert."
Another common mistake? Thinking these are only for melee. The description says "weapon attacks." It doesn't specify melee weapons. If you have a Ranger or a dual-crossbow Bard, these gloves apply to those shots too. Though, usually, people prefer the Helldusk Gloves for the extra flair, the raw accuracy of the Legacy set is hard to beat for a Sharpshooter build.
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Dammon and the Act 3 Gear Spike
You've got to visit the Forge of the Nine in the Lower City. It’s right near the Elfsong Tavern. If Dammon isn't there because he met a grisly end earlier in your campaign, you're out of luck. There is no other way to get these. This is why keeping the Tieflings alive is one of the most mechanically rewarding things you can do in a "good" or "neutral" playthrough.
Dammon is the premier smith of the game. He doesn't just sell the Legacy of the Masters; he's the guy who handles the Infernal Iron for Karlach and crafts the Flawed Helldusk set. By the time you reach Act 3, he has perfected his craft. These gloves are the lore-equivalent of his masterpiece.
Synergies and Best Builds
Who wears these best?
- The Pure Fighter: At level 11, Fighters get three attacks. Combine this with Action Surge for six attacks in one turn. Every single one of those attacks gets the +2/+2 bonus.
- The Oathbreaker Paladin: Paladins already have a lot of ways to boost damage (Smites), but they lack many internal ways to boost accuracy outside of Vow of Enmity. These gloves ensure your high-level Smites actually connect.
- The Sword Bard: If you’re running a 10/2 Bard-Paladin or a 6/4/2 Gloomstalker Assassin, you’re looking for gear that maximizes your limited number of attacks.
I’ve spent hundreds of hours in the tactical cam of BG3. In Honor Mode, where the stakes are "delete your save if you lose," reliability is king. Flashy 1d10 elemental procs are fun until you roll a 1 and miss. The Legacy of the Masters removes the "what if" from your strategy.
Practical Steps for Your Playthrough
Don't just rush into the final fight without these. If you're in Act 3 right now, here is what you should do:
- Check your Strength: If your martial lead has 20+ Strength, do not use the Hill Giant Strength gauntlets. Buy these instead.
- Check your Gold: They cost around 1,000 to 1,500 gold depending on your charisma and reputation with Dammon. Sell all those random silver plates and incense burners you've been hoarding.
- Equip them on your GWM character: Give them to whoever is using a Two-Handed weapon and the Great Weapon Master feat. The synergy is too perfect to ignore.
- Compare to Helldusk: If you have the Helldusk Gloves from the House of Hope, compare your hit chance. If you're still missing frequently (under 70% hit rate), swap back to Legacy.
Stop worrying about adding more damage dice to your rolls. Start worrying about your hit percentage. A miss deals zero damage, no matter how many d4s you have equipped. Go find Dammon, spend the gold, and watch your combat log stop showing "Miss" every other turn. It changes the game. Truly.