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Wet (Condition): Difference between revisions

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{{ConditionPage
{{ConditionPage
| effects =
| effects =
* Prevented from {{Icon|Burning_Condition_Icon.png}} [[Burning (Condition)|Burning]].
* [[Damage_Types#Immunity|Immune]] to {{Cond|Burning}} and {{Cond|Wild Magic: Burning}}.
* [[Damage_Types#Resistance|Resistance]] to {{DamageType|Fire}} damage.
* [[Damage_Types#Resistance|Resistant]] to {{DamageType|Fire}} damage.
* [[Damage Types#Vulnerability|Vulnerable]] to {{DamageType|Lightning}} and {{DamageType|Cold}} damage.
* [[Damage Types#Vulnerability|Vulnerable]] to {{DamageType|Lightning}} and {{DamageType|Cold}} damage.
| stack id = WET
| stack priority = 10
| properties = DisableCombatlog, DisableOverhead
| status groups = SG_Surface
}}
}}
== Notes ==
*Combining this with {{cond|chilled}} will replace both conditions and make the target {{cond|Frozen}}. However, the target must be first chilled, and only then made wet, otherwise it will not freeze.
*Characters who become Wet will wash off any blood and dirt that has accumulated on them and their armour.
*Wet entities who are resistant to {{DamageType|Lightning}} and/or {{DamageType|Cold}} damage will have their resistances negated, but vulnerability will not be applied to the respective element.

Latest revision as of 00:00, 9 May 2024

Conditions with the same stack ID

Conditions with the stack ID WET, only one of these can be applied at the same time:

Condition Effects

Corrosive Spit (Condition) Corrosive Spit

  • Takes 1d10Damage TypesAcid damage per turn.
  • Affected entity's Armour Class Armour Class has been reduced by 1. The spit will keep eating away at its defences, further reducing its Armour Class, unless it is washed away with water.

After 5 turns:

  • Affected entity's Armour Class Armour Class has been reduced by 5. The spit can be removed with water.

Drenched (Condition) Drenched

  • Your melee attacks inflict Wet Wet on the target.

Wet (Condition) Wet

Sources of Wet

Notes[edit | edit source]

  • Combining this with Chilled Chilled will replace both conditions and make the target Frozen Frozen. However, the target must be first chilled, and only then made wet, otherwise it will not freeze.
  • Characters who become Wet will wash off any blood and dirt that has accumulated on them and their armour.
  • Wet entities who are resistant to Damage TypesLightning and/or Damage TypesCold damage will have their resistances negated, but vulnerability will not be applied to the respective element.