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Cold Damage: Difference between revisions
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[[File:GenericIcon DamageType Cold.png|alt=Cold Damage Icon|right|frameless|144x144px]] | [[File:GenericIcon DamageType Cold.png|alt=Cold Damage Icon|right|frameless|144x144px]] | ||
{{DamageType|Cold}} damage is | {{DamageType|Cold}} damage is an elemental [[Damage Types|Damage Type]] available in Baldur's Gate 3. {{DamageType|Cold}} damage is available through select Spells and Items. Targets in Baldur's Gate 3 may have Vulnerabilities, Resistances, and Immunities to certain Damage Types that affect how much damage they receive from such sources. | ||
{{DamageType|Cold}} damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of {{DamageType|Cold}} damage often run counter to those related to {{DamageType|Fire}} damage. | {{DamageType|Cold}} damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of {{DamageType|Cold}} damage often run counter to those related to {{DamageType|Fire}} damage. | ||
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==Equipment == | ==Equipment == | ||
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]] | |||
Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict additional damage types (i.e. {{DamageType|Cold}}), or impact their actions and afflicted damage with greater abilities. | |||
Below are tables listing the known equipment that inflict and impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects. | |||
{| class="wikitable mw-collapsible" | |||
|+{{DamageType|Cold}} Gear | |||
| | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Gear that Inflicts Cold Damage | |+Gear that Inflicts Cold Damage | ||
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!Item Type | !Item Type | ||
!Base Cold Damage | !Base Cold Damage | ||
!Enables Spell | !Enables Spell | ||
!Unlocks | !Unlocks | ||
! Special Cold Factors | !Special Cold Factors | ||
|- | |- | ||
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Trident Icon|frameless|100x100px]] | |[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Trident Icon|frameless|100x100px]] | ||
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|[[File:Arrow of Ice Icon.png|alt=Arrow of Ice Icon|frameless|100x100px]] | |[[File:Arrow of Ice Icon.png|alt=Arrow of Ice Icon|frameless|100x100px]] | ||
|[[Arrow of Ice]] | |[[Arrow of Ice]] | ||
|Arrows | |Arrows | ||
|{{DamageText|2d4 (2~8)|Cold}} | |{{DamageText|2d4 (2~8)|Cold}} | ||
| | | | ||
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| | | | ||
|Chilling Counter effect | |Chilling Counter effect | ||
|When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns. | |When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns. | ||
|- | |- | ||
|[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]] | |[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]] | ||
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|[[File:Uncovered Mysteries Icon.png|alt=Frost Prince Icon|frameless|100x100px]] | |[[File:Uncovered Mysteries Icon.png|alt=Frost Prince Icon|frameless|100x100px]] | ||
|[[Frost Prince]] | |[[Frost Prince]] | ||
|Amulets | |Amulets | ||
|{{DamageText|2d6 (2~12)|Cold}}* | |{{DamageText|2d6 (2~12)|Cold}}* | ||
|✓ | |✓ | ||
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|{{DamageText|1d4 (1~4)|Cold}}* | |{{DamageText|1d4 (1~4)|Cold}}* | ||
{{DamageText|2d6 (2~12)|Cold}}* | {{DamageText|2d6 (2~12)|Cold}}* | ||
|✓ | |✓ | ||
| | | | ||
#Chilling Strike effect | #Chilling Strike effect | ||
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|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
| [[Wavemother's Sickle]] | |[[Wavemother's Sickle]] | ||
|Sickle | |Sickle | ||
|{{DamageText|1d4 (1~4)|Cold}} | |{{DamageText|1d4 (1~4)|Cold}} | ||
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|Watery Guidance effect | |Watery Guidance effect | ||
|This weapon has Advantage against Wet Targets. | |This weapon has Advantage against Wet Targets. | ||
|- | |||
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base gear</sup></small> | |||
|} | |} | ||
|- | |||
| | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Gear that Impacts Cold Damage | |+Gear that Impacts Cold Damage | ||
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|[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]] | |[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]] | ||
|[[Amulet of Elemental Torment]] | |[[Amulet of Elemental Torment]] | ||
| Amulets | |Amulets | ||
| Nature's Vengeance effect | |Nature's Vengeance effect | ||
|When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone). | |||
|When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects. | |||
|- | |- | ||
|[[File:Boots of Elemental Momentum Icon.png|alt=Boots of Elemental Momentum Icon|frameless|100x100px]] | |[[File:Boots of Elemental Momentum Icon.png|alt=Boots of Elemental Momentum Icon|frameless|100x100px]] | ||
|[[Boots of Elemental Momentum]] | |[[Boots of Elemental Momentum]] | ||
|Boots | |Boots | ||
|Elemental Momentum effect | |Elemental Momentum effect | ||
| Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns. | |Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns. | ||
|- | |- | ||
|[[File:Cloak of Elemental Absorption Icon.png|alt=Cloak of Elemental Absorption Icon|frameless|100x100px]] | |[[File:Cloak of Elemental Absorption Icon.png|alt=Cloak of Elemental Absorption Icon|frameless|100x100px]] | ||
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|Cloaks | |Cloaks | ||
|[[Absorb Elements]] action, once per Short Rest | |[[Absorb Elements]] action, once per Short Rest | ||
|Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you and deal an additional '''1d6''' of that element type on your next attack. | |Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack. | ||
|- | |- | ||
|[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]] | |[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]] | ||
|[[Coldbrim Hat]] | |[[Coldbrim Hat]] | ||
|Hats | |Hats | ||
| Coldbrim Chill effect | |Coldbrim Chill effect | ||
|Once per turn, any condition inflicted on a target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]]. | |Once per turn, any condition inflicted on a (single) target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]]. | ||
|- | |- | ||
|[[File:Shortbow PlusOne Icon.png|alt=Darkfire Shortbow Icon|frameless|100x100px]] | |[[File:Shortbow PlusOne Icon.png|alt=Darkfire Shortbow Icon|frameless|100x100px]] | ||
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Elixirs | Elixirs | ||
|Resistance to {{DamageType|Cold}} damage | |Resistance to {{DamageType|Cold}} damage | ||
| Can be thrown to act as an AOE | |Can be thrown to act as an AOE | ||
Does not stack with other Elixirs | Does not stack with other Elixirs | ||
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|[[Robe of Summer]] | |[[Robe of Summer]] | ||
|Clothing | |Clothing | ||
| Resistance to {{DamageType|Cold}} damage | |Resistance to {{DamageType|Cold}} damage | ||
| | | | ||
|- | |- | ||
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|[Image Pending] | |[Image Pending] | ||
|[[Trident of the Waves]] | |[[Trident of the Waves]] | ||
|Tridents | |Tridents | ||
|The Water Caller effect | |The Water Caller effect | ||
|On a hit, create a Water Surface centered on the Target. | |On a hit, create a Water Surface centered on the Target. | ||
|- | |||
|[[File:Water B Icon.png|alt=Water Bottle Icon|frameless|100x100px]] | |||
|[[Water]] | |||
| rowspan="2" |Consumables | |||
| rowspan="2" | | |||
| rowspan="2" |Consumables are consumed upon use. | |||
Creates Water Surface | |||
Gives Wet condition | |||
|- | |||
|[[File:Water Barrel Icon.png|alt=Water Barrel Icon|frameless|100x100px]] | |||
|[[Water Barrel]] | |||
|- | |- | ||
|[[File:Wavemother's Robe Icon.png|alt=Wavemother Robe Icon|frameless|100x100px]] | |[[File:Wavemother's Robe Icon.png|alt=Wavemother Robe Icon|frameless|100x100px]] | ||
|[[Wavemother's Robe]] | |[[Wavemother's Robe]] | ||
|Clothing | |Clothing | ||
| | | | ||
#Temperature Adjustment effect | #Temperature Adjustment effect | ||
#Watery Rejuvenation effect | #Watery Rejuvenation effect | ||
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|[[File:Winter's Clutches Icon.png|alt=Winter's Clutches Icon|frameless|100x100px]] | |[[File:Winter's Clutches Icon.png|alt=Winter's Clutches Icon|frameless|100x100px]] | ||
|[[Winter's Clutches]] | |[[Winter's Clutches]] | ||
|Gloves | |Gloves | ||
|Winter's Clutches effect | |Winter's Clutches effect | ||
|When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]] upon the Target(s). | |When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]] upon the Target(s). | ||
|} | |||
|} | |} | ||
==Actions== | ==Actions== | ||
[ | [[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]] | ||
Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are actions that use the distinct Action resource. | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+ | |+{{DamageType|Cold}} Actions | ||
|- | |- | ||
| colspan="7" |The | | colspan="7" |[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]The equipment you select in Baldur's Gate 3 affords players distinct actions, dependent on your proficiency with the weapon type, or by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact {{DamageType|Cold}} damage. | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |+Equipment Actions | ||
! | ! | ||
!Name | !Name | ||
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|} | |} | ||
|- | |- | ||
| colspan="7" |Upon reaching Level 3, Monks can select the subclass [[Way of the Four Elements]] which provides them Ki actions that mirror various spells. This allows Monks to inflict different elemental damage | | colspan="7" | | ||
{| class="wikitable mw-collapsible mw-collapsed" | |||
|+Miscellaneous Actions | |||
! | |||
!Name | |||
!Base Cold Damage | |||
!AOE | |||
!Saving Throw | |||
!Special Cold Factors | |||
!Source | |||
|- | |||
|[[File:Frost Breath Icon.png|alt=Frost Breath Icon|frameless|100x100px]] | |||
|[[Frost Breath]] | |||
|{{DamageText|2d6 (2~12)|Cold}} | |||
|✓ | |||
|Constitution: Halve | |||
|Once per Long Rest | |||
|[[Dragonborn]] race, Silver or White Subrace | |||
|- | |||
|[[File:Rage Bear Heart Icon.png|alt=Rage: Bear Heart Icon|frameless|100x100px]] | |||
|[[Rage: Bear Heart]] | |||
|N/A | |||
| | |||
| | |||
|Gives resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic. | |||
10 turn duration | |||
|Level 3 [[Barbarian]], Wildheart | |||
|} | |||
|- | |||
| colspan="7" |[[File:Monk Ki Icon.png|alt=Monk Ki Icon|left|frameless|25x25px]]Upon reaching Level 3, [[Monk|Monks]] can select the subclass [[Way of the Four Elements]] which provides them unique Ki actions that mirror various spells. This allows Monks to inflict different elemental damage (i.e.{{DamageType|Cold}}) to diversify their attacks and offer immense variations to their playstyle. | |||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+Monk Actions | |+Monk Actions | ||
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|} | |} | ||
|- | |- | ||
| colspan="7" | | colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]Spells serve as a core aspect for combat, communication, and exploration in Baldur's Gate 3. | ||
|[[File:Spell | |||
[Revise and refine] | |||
[ | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+ | |+Spells that Inflict/Impact Cold Damage | ||
! | ! | ||
!Name | !Name | ||
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|Damage inflicted upon being melee attacked | |Damage inflicted upon being melee attacked | ||
|- | |- | ||
| | |[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]] | ||
[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]] | |||
|[[Chromatic Orb: Cold]] | |[[Chromatic Orb: Cold]] | ||
|1 | |1 | ||
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|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
| | | | ||
|✓ | |✓ | ||
| | | | ||
|Creates Ice Surface | |Creates Ice Surface | ||
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|[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]] | |[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]] | ||
|[[Glyph of Warding: Cold]] | |[[Glyph of Warding: Cold]] | ||
| 3 | |3 | ||
| | |{{DamageText|5d8 (5~40)|Cold}} | ||
{{DamageText|5d8 (5~40)|Cold}} | |||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
| | | | ||
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|4 | |4 | ||
|{{DamageText|4d6 (4~24)|Cold}} | |{{DamageText|4d6 (4~24)|Cold}} | ||
| N/A | |N/A | ||
| | | | ||
|✓ | |✓ | ||
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| | | | ||
|✓ | |✓ | ||
| Constitution: Halve | |Constitution: Halve | ||
|Creates Ice Surface | |Creates Ice Surface | ||
|- | |- | ||
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|[[File:Ray of Frost Icon.png|alt=Ray of Frost Icon|frameless|100x100px]] | |[[File:Ray of Frost Icon.png|alt=Ray of Frost Icon|frameless|100x100px]] | ||
|[[Ray of Frost]] | |[[Ray of Frost]] | ||
| 0 | |0 | ||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
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|N/A | |N/A | ||
|N/A | |N/A | ||
| ✓ | |✓ | ||
|✓ | |✓ | ||
|Constitution: Concentration | |Constitution: Concentration | ||
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10 turn duration | 10 turn duration | ||
|- | |||
| colspan="9" |<small><sup>* Damage is indicative of effects, not the base spell</sup></small> | |||
|} | |||
|- | |||
| colspan="7" |There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions. | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
|+Summoned Elemental Actions | |||
|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Ice Mephits Icon|left|frameless|100x100px]]The Ice Mephit is the first and weakest {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. The Ice Mephit is a useful ally in combat being able to attack and distract enemies, create Ice Surfaces, and inflicting damage even in death. 2 Ice Mephits are summoned at a time, conflict with any other entities summoned through Conjure Minor Elemental, do not conflict with entities summoned through [[Conjure Elemental]], and persists until death or Long Rest. | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
|+Ice Mephit Cold Actions | |||
! | |||
!Name | |||
!Base Cold Damage | |||
! AOE | |||
!Saving Throw | |||
!Special Cold Factors | |||
|- | |||
|[Image Pending] | |||
|Freezing Claws | |||
|{{DamageText|2d6 (2~12)|Cold}} | |||
| | |||
| | |||
| | |||
|- | |||
|[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]] | |||
|Chromatic Orb: Cold | |||
|{{DamageText|2d8 (2~16)|Cold}} | |||
|✓ | |||
| | |||
|Creates Ice Surface | |||
|- | |||
|[Image Pending] | |||
|Ice Breath | |||
|{{DamageText|2d6 (2~12)|Cold}} | |||
| | |||
|Dexterity: Halve | |||
|Once per turn | |||
|- | |||
|[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]] | |||
|Death Burst: Cold | |||
|{{DamageText|4d6 (4~24)|Cold}} | |||
|✓ | |||
|Dexterity: Halve | |||
|Kills Ice Mephit | |||
|- | |||
|[[File:Action Monster IceMephit DeathBurst Died.png|alt=Death Burst: Cold (Auto) Icon|frameless|100x100px]] | |||
|Death Burst: Cold (Auto) | |||
|{{DamageText|2d6 (2~12)|Cold}} | |||
|✓ | |||
|Dexterity: Halve | |||
|Automatically activates upon natural death | |||
|} | |||
|- | |||
|[[File:Spell Conjuration ConjureElemental Water.png|alt=Water Elemental Icon|left|frameless|100x100px]]The Water Elemental is the second {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. The Water Elemental is a strong ally in combat applying, and exploiting, Conditions on Targets and creating plenty of Surfaces for battlefield management. 1 Water Elemental is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and persists until death or Long Rest. | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
|+Water Elemental Cold Actions | |||
| | |||
|Name | |||
|Base Cold Damage | |||
|AOE | |||
|Saving Throw | |||
|Special Cold Factors | |||
|- | |||
! <small><sup>[[File:Action Monster ElementalWater Slam.png|alt=Slam Icon|frameless|100x100px]]</sup></small> | |||
! Slam | |||
!{{DamageText|1d6 (1~6)|Cold}} | |||
! | |||
! | |||
|Inflicts Chilled for 2 turns | |||
Creates Water Surface | |||
|- | |||
|<small><sup>[[File:Action Monster ElementalWater WintersBreath.png|alt=Winter's Breath Icon|frameless|100x100px]]</sup></small> | |||
|Winter's Breath | |||
|{{DamageText|4d6 (4~24)|Cold}}{{DamageText|2d6 (2~12)|Cold}}* | |||
|✓ | |||
| | |||
|[[Burning (Condition)|Burning]] Targets take additional {{DamageType|Cold}} damage, and become Brittle for 3 turns | |||
Creates Ice Surface | |||
|- | |||
|<small><sup>[[File:Action Monster ElementalWater MultiAttack.png|alt=Multiattack: Water Icon|frameless|100x100px]]</sup></small> | |||
|Multiattack: (Water) | |||
|{{DamageText|2d4 (2~8)|Cold}}{{DamageText|2d4 (2~8)|Cold}} | |||
| | |||
| | |||
|Once per turn | |||
|- | |||
| colspan="6" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | |||
|} | |||
|- | |||
|[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Water Myrmidon Icon|left|frameless|100x100px]]The Water Myrmidon is the third and most powerful {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 6 spell, [[Conjure Elemental]]: Water Myrmidon. The Water Myrmidon can be a costly ally to summon using the valuable 6th level spell slot, but offers great strength and utility in combat. 1 Water Myrmidon is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and persists until death or Long Rest. | |||
{| class="wikitable mw-collapsible mw-collapsed" | |||
|+Water Myrmidon Cold Actions | |||
! | |||
!Name | |||
! Base Cold Damage | |||
!AOE | |||
!Saving Throw | |||
!Special Cold Factors | |||
|- | |||
|[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]] | |||
|Trident of the Depths | |||
|{{DamageText|1d6 (1~6)|Cold}} | |||
| | |||
| | |||
| | |||
|- | |||
| [Image Pending] | |||
|Hiemal Strike | |||
|{{DamageText|1d6 (1~6)|Cold}} {{DamageText|1d10 (1~10)|Cold}} | |||
| | |||
| | |||
|Inflicts 2 turns of Chilled | |||
|- | |||
|[Image Pending] | |||
|Explosive Icicle | |||
|{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}} | |||
|✓ | |||
| | |||
|Once per turn | |||
3 targetable attacks | |||
|- | |||
|[Image Pending] | |||
|Healing Vapours | |||
|N/A | |||
|✓ | |||
| | |||
|Creates Water Surface | |||
Only available in combat | |||
|} | |||
|} | |||
|} | |} | ||
==Effects== | ==Effects== | ||
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[Review for revision] | [Review for revision] | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+ | |+{{DamageType|Cold}} Effects | ||
| | | | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
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==Conditions== | ==Conditions== | ||
[Placeholder] | [Placeholder] | ||
{| class="wikitable" | |||
|+ | |||
! | |||
! | |||
! | |||
! | |||
|- | |||
|Chilled | |||
| colspan="3" | | |||
|- | |||
|Encrusted with Frost | |||
| colspan="3" | | |||
|- | |||
|Frostbite | |||
| colspan="3" | | |||
|- | |||
|Frozen | |||
| colspan="3" | | |||
|- | |||
|Prone | |||
| colspan="3" | | |||
|- | |||
|Ray of Frost | |||
| colspan="3" | | |||
|- | |||
|Wet | |||
| colspan="3" | | |||
|} | |||
===[[Brittle]]=== | ===[[Brittle]]=== | ||
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[Review for revision] | [Review for revision] | ||
=== Water Surface === |
Revision as of 08:16, 27 August 2023
This article is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Cold damage is an elemental Damage Type available in Baldur's Gate 3. Cold damage is available through select Spells and Items. Targets in Baldur's Gate 3 may have Vulnerabilities, Resistances, and Immunities to certain Damage Types that affect how much damage they receive from such sources.
Cold damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of Cold damage often run counter to those related to Fire damage.
*Given the extensive support for Ice Surfaces, and in turn Water Surfaces, both they and aspects interacting with them will be treated as factors of Cold Damage for this page.
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Equipment
Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict additional damage types (i.e. Cold), or impact their actions and afflicted damage with greater abilities.
Below are tables listing the known equipment that inflict and impact the Cold damage players can deal, their base Cold damage, and Cold modifiers and effects.
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Actions
Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are actions that use the distinct Action resource.
The equipment you select in Baldur's Gate 3 affords players distinct actions, dependent on your proficiency with the weapon type, or by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact Cold damage.
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Upon reaching Level 3, Monks can select the subclass Way of the Four Elements which provides them unique Ki actions that mirror various spells. This allows Monks to inflict different elemental damage (i.e.Cold) to diversify their attacks and offer immense variations to their playstyle.
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Spells serve as a core aspect for combat, communication, and exploration in Baldur's Gate 3.
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There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with Cold damage are listed below with their unique actions.
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Effects
Progressing through Baldur's Gate 3 players will develop their skills; leveling and finding many unique pieces of equipment that can drastically improve and change their playstyle.
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Conditions
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Chilled | |||
Encrusted with Frost | |||
Frostbite | |||
Frozen | |||
Prone | |||
Ray of Frost | |||
Wet |
Brittle
Chilled
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Description, relevance to Cold, sources
Encrusted with Frost
This condition causes Targets to role with Disadvantage on Dexterity Saving Throws, and when there are more than 7 turns remaining of 'Encrusted with Frost' the Target has to make Constitution Saving Throws to avoid taking Cold damage and becoming Frozen. This condition is useful to make targets more vulnerable to becoming Prone on Ice Surfaces.
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Frostbite
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Frozen
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Prone
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Ray of Frost
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Wet
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Surfaces
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Ice Cloud
Ice Surface
Ice Surface is the signature Surface of Cold damage being directly created by many Cold spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a Cold damage or another Ice Surface is created that connects to them.
Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming Prone. Prone targets are more open to attack and attacks made within melee range role with Advantage.
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Steam Cloud
Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing Cold damage. Steam Clouds can be created by igniting Water Surfaces with Fire damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by Fire damage.
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