User:Bobdodo/Sandbox: Difference between revisions

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*Falls over '''{{Distance|m=4|ft=12}}''' Deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal '''{{Distance|m=0.2|ft=0.6}}''' fallen. {{verify}}
*Falls over '''{{Distance|m=4|ft=12}}''' Deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal '''{{Distance|m=0.2|ft=0.6}}''' fallen. {{verify}}
*Falls become lethal at heights of around '''{{Distance|m=20|ft=60}}''' or if a creature falls out of the playable game area.
*Falls become lethal at heights of around '''{{Distance|m=20|ft=60}}''' or if a creature falls out of the playable game area.
*Creatures afflicted with {{Sai|Displace (Condition)|Displace}} will take and additional {{DamageText|1d8|Psychic}} damage.


Falls can also cause characters to be knocked [[Prone]] when they land, starting with falls of over '''{{Distance|m=4|ft=12}}''', with higher falls seeming to increase the [[Difficulty Class]] of the [[Saving Throw]] required. The saving throw for this check is not shown by the game, so currently the formula for the DC and what bonuses the creature can add are unknown. {{verify}}
Falls can also cause creatures to be knocked [[Prone]] when they land, starting with falls of over '''{{Distance|m=4|ft=12}}''', with higher falls seeming to increase the [[Difficulty Class]] of the [[Saving Throw]] required. The saving throw for this check is not shown by the game, so currently the formula for the DC and what bonuses the creature can add are unknown. {{verify}}


==Falling Damage Resistance and Immunity==
==Falling Damage Resistance and Immunity==
There are numerous sources of [[Resistance]] and [[Immunity]] to fall damage, some temporary from [[Spells]] and [[Consumables]] and some permanent from certain passive features.
===Resistance===
:{{sai|Second-Story Work|w=40}}: Passive feature granted to [[Rogue|Rogues]] at level 3 if they choose the [[Thief]] subclass.
:{{sai|Slow Fall|w=40}}: {{SmallIcon|Reaction Icon.png}} Reaction granted to [[Monk|Monks]] at level 4.
:{{sai|Cat's Grace|w=40}}: Variant of [[Enhance Ability]] availiable to [[Bard|Bards]], [[Cleric|Clerics]], [[Druid|Druids]], and [[Sorcerer|Sorcerers]] at level 3 or from {{SmItemIcon|The Graceful Cloth}}.
:{{sai|Feline Fall|w=40}}: Passive feature unique to [[Cat|Cats]].
===Immunity===
:{{sai|Feather Fall (Condition)|Feather Fall|w=40}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}.
:{{sai|Veil of the Wind|w=40}}: Passive feature granted by {{SmItemIcon|Nyrulna}}.
:{{sai|Astral Gravity (Condition)|Astral Gravity|w=40}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]].
:{{sai|Unearthly|w=40}}: Passive feature unique to [[Poltergeist|Poltergeists]].

Revision as of 11:01, 10 January 2024

Example of falling damage

Falling damage is the Damage a creature suffers to their Hit points, in the form of Damage TypesBludgeoning damage, when they fall a sufficient distance. Falling damage is most commonly caused by Jumping from heights or being Shoved or Thrown from them.

Falling Damage Formula

The amount of damage taken from falls scales linearly based on the distance of the fall, dealing a percentage of the creatures maximum health

  • Falls of less than 4 m / 13 ft Deal no damage.
  • Falls over 4 m / 13 ft Deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal 0.2 m / 1 ft fallen. [Needs Verification]
  • Falls become lethal at heights of around 20 m / 67 ft or if a creature falls out of the playable game area.
  • Creatures afflicted with Displace Displace will take and additional 1d8Damage TypesPsychic damage.

Falls can also cause creatures to be knocked Prone when they land, starting with falls of over 4 m / 13 ft, with higher falls seeming to increase the Difficulty Class of the Saving Throw required. The saving throw for this check is not shown by the game, so currently the formula for the DC and what bonuses the creature can add are unknown. [Needs Verification]

Falling Damage Resistance and Immunity

There are numerous sources of Resistance and Immunity to fall damage, some temporary from Spells and Consumables and some permanent from certain passive features.

Resistance

Second-Story Work Second-Story Work: Passive feature granted to Rogues at level 3 if they choose the Thief subclass.
Slow Fall Slow Fall: Reaction granted to Monks at level 4.
Cat's Grace Cat's Grace: Variant of Enhance Ability availiable to Bards, Clerics, Druids, and Sorcerers at level 3 or from The Graceful Cloth.
Feline Fall Feline Fall: Passive feature unique to Cats.

Immunity

Feather Fall Feather Fall: Condition granted by Feather Fall Feather Fall, Potion of Feather Fall, Scroll of Feather Fall, and Corvid Token.
Veil of the Wind Veil of the Wind: Passive feature granted by Nyrulna.
Astral Gravity Astral Gravity: Condition granted in the Astral Plane and the Shadowfell.
Unearthly Unearthly: Passive feature unique to Poltergeists.