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Equipment: Difference between revisions

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Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.
Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.


Classes without any [[Armor#Armor Proficiency|Armor Proficiency]] such as [[Sorcerer]] and [[Wizard]] wear Clothing instead of Armor so they can cast [[Spell]]s in and out of combat. Wearing Armor without the corresponding Proficiency also imposes a number of other penalties.
Classes without any [[Armor#Armor Proficiency|Armor Proficiency]] such as [[Sorcerer]] and [[Wizard]] wear Clothing instead of Armor so they can cast [[Spells]] in and out of combat. Wearing Armor without the corresponding Proficiency also imposes a number of other penalties.


One can gain additional Armor Proficiency by taking appropriate Feats at Level 4, such as Lightly Armored, Moderately Armored and Heavily Armored.  However, each level of heaviness has the previous level as a prerequisite.  For example, in order to be able to pick the Heavily Armored Feat, your character must already have Medium Armor Proficiency from some source.
One can gain additional Armor Proficiency by taking appropriate Feats at Level 4, such as Lightly Armored, Moderately Armored and Heavily Armored.  However, each level of heaviness has the previous level as a prerequisite.  For example, in order to be able to pick the Heavily Armored Feat, your character must already have Medium Armor Proficiency from some source.

Revision as of 22:51, 4 February 2023

Equipment are important items for the player’s adventure. They can be weapons that deal damage to enemies, or armor for protection from them. They can also give interesting bonuses to the player’s characters such as extra spells, special enchantments, and so on.

You can find detailed description for each type of equipment below.

Weapons

Main article: Weapon

Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs. Your weapon of choice determines your base Damage Roll before bonuses. For example, a dagger may do 1d4 damage (one four-sided dice), meaning 1 to 4 points of damage before bonuses are applied. On the other hand, a two-handed greatsword may do 2d6 damage (two six-sided dice), for a minimum of 2 and a maximum of 12 before bonuses.

There are a number of ways to categorize weapons:

  • Melee or Ranged
  • Martial or Simple
  • One-handed, Two-handed, or Versatile

Each weapon deals a specific type of physical damage. The damage types are:

  • Blunt
  • Slashing
  • Piercing

In addition, weapons can have various properties such as Heavy, Finesse, Light, and so on. See the main Weapons page linked above for details.

Clothing, Armor, and Shields

Clothing

Main article: Clothing

Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.

Classes without any Armor Proficiency such as Sorcerer and Wizard wear Clothing instead of Armor so they can cast Spells in and out of combat. Wearing Armor without the corresponding Proficiency also imposes a number of other penalties.

One can gain additional Armor Proficiency by taking appropriate Feats at Level 4, such as Lightly Armored, Moderately Armored and Heavily Armored. However, each level of heaviness has the previous level as a prerequisite. For example, in order to be able to pick the Heavily Armored Feat, your character must already have Medium Armor Proficiency from some source.

Armor

Main article: Armor

Armor offers the character an improved base Armor Class to decrease the chance of being hit. When wearing Armor, your Armor Class becomes that of the piece of Armor you're wearing. In other words, it overrides your base Armor Class, before bonuses from Dexterity, Shields, spell effects, etc. are applied.

There are three types of worn armor: Light, Medium, and Heavy. Shields are also treated as armor, although they do not split into any sub-types. You need the corresponding Armor Proficiency to be able to use a specific type of Armor without penalties.

Shields

Main article: Shields

Shields provide a bonus to Armor Class to decrease the chance of being hit by enemies. Your character doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in its melee off-hand slot. I.e., a character with a sword and shield in its melee weapon slots and a longbow in its ranged weapon slots will benefit from the shield's AC bonus even while using the bow.

Choosing the Feat “Moderately Armored” grants Proficiency with Shields in addition to Medium Armor. However, you must already have Light Armor Proficiency to be able to choose that Feat.

Other gear

Headwear

Main article: Headwear

Headwear includes helmets, circlets, Ioun stones, and so on. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.

Handwear

Main article: Handwear

Handwear includes gloves, gauntlets, bracers, and so on. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.

Footwear

Main article: Footwear

Footwear includes boots of various types. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.

Jewelry

Amulets

Main article: Amulets

Amulets are a type of accessory that may provide beneficial passives or allow characters to cast certain Spells. Most amulets are merely non-magical jewelry whose sole purpose is to be sold for gold.

Rings

Main article: Rings

Rings are a type of accessory that may provide beneficial passives or allow characters to cast certain Spells. Most rings are merely non-magical jewelry whose sole purpose is to be sold for gold. Uniquely, a character can have two different rings equipped at once.