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Resistances
Template:Up to date Every source of damage in the game, such as attacks, spells, or traps, has an associated damage type. The target may have resistances or weaknesses that affect how much damage it takes from this source of damage.
Damage types
There are 13 different types of damage in Baldur's Gate 3. They are:
*Sometimes, the term Physical Damage (stylized as Physical on the wiki) is used in ability or item descriptions, such as the Rage ability of Barbarians. When you use such an ability, you deal whatever damage type your weapon would deal.
Damage vulnerability, resistance and immunity
Vulnerability, resistance, and immunity are properties that modify how much damage a target takes from specific types of damage.
These properties do not stack - their effect is the same even if multiple sources grant the property, whether for the same damage type or multiple ones that could apply. If a creature has both vulnerability and resistance against a source of damage, they effectively cancel each other out and the creature takes damage as if it had neither. Neither vulnerability or resistance affect immunity.
Features, spells and other game effects may grant these properties for a single damage type, several related types or even (rarely) all types of damage.
Vulnerability
Vulnerability means the total damage taken from a type of damage is doubled. When inspecting an entity, vulnerability is indicated by a downwards red arrow on the corresponding element.
Example:
Resistance
Resistance means the total damage taken from a type of damage is halved. When inspecting an entity, resistance is indicated by an upwards blue and/or grey arrow on the corresponding element. Grey indicates that non-magical sources of damage are reduced, and blue indicates that magical sources of damage are reduced.
Example: or
or
Immunity
Immunity means the total damage taken from a type of damage is reduced to 0. This means the creature takes no damage of that type, even if another effect applies vulnerability to the same type. When inspecting an entity, immunity is indicated by a yellow outline around the shield of the corresponding element.
Example:
Toughness
Toughness is a special property of some doors, chests, and breakable walls that requires a hit to exceed a certain damage threshold in order to deal any damage. The possible levels of Toughness are:
- : Only a hit that deals at least 10 damage can damage this material.
- : Only a hit that deals at least 22 damage can damage this material.
- : Only a hit that deals at least 50 damage can damage this material.
All modifiers of the hit and vulnerabilities/resistances of the object are calculated first and then checked against the Toughness damage threshold.
There are several ways to beat the Toughness threshold of an object. Here are some common methods:
- Exploiting any specific damage Vulnerability of the material (typically
Fire for wood,
Force for stone, and
Acid for metal)
- Attacking with a Maul using to deal high
Bludgeoning damage.
- Using the spell or another source of high
Thunder damage.
- Igniting
Smokepowder Barrel or other explosives.
Related items
Slashing Resistance
Piercing Resistance
None
Bludgeoning Resistance
None
Fire Resistance
Elixir of Fire Resistance
Elixir of Dragonborn Prowess: Fire
Gloves of Fire Resistance when the wearer has 50% Hit Points or less
Reverse Rain Cloak
Darkfire Shortbow
Obsidian Laced Robe
Shield of Scorching Reprisal
Unwanted Masterwork Scalemail
Wavemother's Cloak once per turn until the wearer takes damage
Emblazoned Plate of the Marshal
Flame Enamelled Armour
Grymskull Helm
Incandescent Staff
Infernal Robe
Wavemother's Robe
Helldusk Armour
Cold Resistance
Elixir of Cold Resistance
Elixir of Dragonborn Prowess: Frost
Robe of Summer
Darkfire Shortbow
Icebite Robe
Wavemother's Robe
Lightning Resistance
Elixir of Lightning Resistance
Elixir of Dragonborn Prowess: Lightning
The Sparkswall
Gloves of the Automaton for
Duration: 10 turns after using Circuity Interface
Thunder Resistance
Acid Resistance
Poison Resistance
Radiant Resistance
Necrotic Resistance
Force Resistance
Psychic Resistance
Elixir of Psychic Resistance
Psionic Ward Armour if the wearer is Gith
Silver Sword of the Astral Plane if the wearer is Gith
Vulnerability
Amulet of the Unworthy Vulnerability to
Bludgeoning
Reverse Rain Cloak Vulnerability to
Cold and
Lightning
Wavemother's Cloak Vulnerability to
Cold and
Lightning once per turn until the wearer takes damage
Other
Elixir of Universal Resistance Gain Resistance to all damage for
Duration: 10 turns.
Abdel's Trusted Shield Allows wielder to cast once per short rest, which grants Resistance to
Physical damage from ranged weapons for 10 turns.
Abyss Beckoners Demonspirit Aura: The wearer's summoned creatures have Resistance to all damage except
Psychic.
Bhaalist Armour Aura of Murder: Enemies within
2 m / 7 ft become Vulnerable to
Piercing damage, unless they are Resistant or Immune to it.
Bloodthirst Exploit Weakness: Creatures hit with this weapon receive Vulnerability to
Piercing damage.
Bonespike Gloves Exoskeletal Reinforcement: Your attacks ignore Resistance to
Slashing,
Piercing, and
Bludgeoning damage.
Circle of Bones Undead Ward: Allied undead within 6m / 20ft are Resistant to
Bludgeoning,
Slashing, and
Piercing damage.
Cindersnap Gloves Allows wielder to cast once per short rest, which grants Resistance to
Physical damage from ranged weapons for 10 turns.
Creation's Echo Elemental Resonance: If the wielder deals
Acid,
Fire,
Lightning,
Radiant, or
Necrotic damage, it becomes resistant to that damage type for
Duration: 2 turns.
Hellrider's Pride Helm's Protection: When you heal another creature, it gains Resistance to
Bludgeoning,
Piercing, and
Slashing damage dealt by weapon attacks for
Duration: 2 turns.