Equipment: Difference between revisions

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[[Main Page]] > [[Equipment]]
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'''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.
'''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.
You can find detailed description for each type of equipment below.


== Sets ==
== Weapons ==
 
* [[:Category:Adamantine_Equipment|Adamantine]]


== Weapons ==
''Main article: [[Weapons]]''


'''Weapons''' serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.
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 items:
There are a number of ways to categorize weapons:


* Melee or Ranged
* Melee or Ranged
Line 26: Line 21:
* Piercing
* Piercing


In addition, weapons can have various special properties, though not all are implemented in the game as of now:
In addition, weapons can have various properties such as Heavy, Finesse, Light, and so on.  See the main Weapons page linked above for details.


{| class=wikitable
== Clothing, Armor, and Shields ==
! Property
! Description
|-
| Ammunition
| (Not implemented.) You need ammunition to be able to attack. You can regain half of your spent ammunition after a battle by spending one minute to search the area.
|-
| Finesse
| When making an attack, you can choose between Strength and Dexterity for the attack and damage rolls (you must use the same choice for both).
|-
| Heavy
| (Not implemented.) Small creatures have [[Disadvantage]] on attack rolls.
|-
| Light
| Can be wielded in your off-hand as a secondary weapon.
|-
| Loading
| (Not implemented.) You can only make one attack per turn with this weapon, be it through an action, bonus action, or reaction.
|-
| Range
| Every ranged weapon has a normal range and a long range. Creatures that are beyond normal range but within long range can be attacked, albeit with [[Disadvantage]]. Creatures outside of long range cannot be attacked.
|-
| Reach
| A melee weapon with this property can be used to attack enemies up to 10ft away, instead of the regular 5ft.
|-
| Special
| Various special rules apply to the weapon, explained in its description.
|-
| Thrown
| A weapon with this property can be thrown for a ranged attack, even if it's normally melee. This combines with the Finesse property. For example, if you throw a Handaxe, you use Strength, but if you throw a Dagger, you can choose Dexterity instead.
|-
| Two-handed
| Indicates that this is a two-handed weapon. It can only be used with both hands.
|-
| Versatile
| Indicates that this is a versatile weapon. It can be used with one hand or both hands. Typically, using a versatile weapon with both hands offers a higher maximum damage.
|-
| Improvised
| Indicates that this is an object not designed to be a weapon, but can be used as such anyway.
|-
| Silvered
| (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons.
|}


=== Martial Weapons ===
=== Clothing ===
 
[[Martial Weapons]] are weapons that require extensive training to effectively use in combat. Only martial classes such as [[Barbarian]], [[Fighter]], [[Paladin]], [[Ranger]], have proficiency with ''all'' martial weapons at level 1. You can obtain martial proficiency by taking the appropriate [[Character Abilities#Feats|feat]] at level 4.
 
{| class="wikitable"
|+ [[Martial_Weapons#List_Of_Martial_Weapons|List Of Martial Weapons]]
|-
! scope="col" | Melee Weapons
! scope="col" | Ranged Weapons
|-
|
* [[One-handed_Weapons#Martial_One-Handed_Weapons|One-handed]]
* [[Two-handed_Weapons#Martial_Two-Handed_Weapons|Two-handed]]
* [[Versatile_Weapons#Martial_Versatile_Weapons|Versatile]]
|
* [[One-handed_Weapons#Martial_One-Handed_Weapons|One-handed]]
* [[Two-handed_Weapons#Martial_Two-Handed_Weapons|Two-handed]]
|}


=== Simple Weapons ===
''Main article: [[Clothing]]''


[[Simple Weapons]] are easy to learn and use. Almost any commoner can wield simple weapons in combat. All classes except [[Druid]], [[Wizard]], and [[Sorcerer]] are proficient with ''all'' types of simple weapons at level 1. You can obtain simple weapon proficiency by taking the appropriate [[Character Abilities#Feats|feat]] at level 4.
Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.


{| class="wikitable"
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.
|+ [[Simple_Weapons#List_Of_Simple_Weapons|List Of Simple Weapons]]
|-
! scope="col" | Melee Weapons
! scope="col" | Ranged Weapons
|-
|
* [[One-handed_Weapons#Simple_One-Handed_Weapons|One-handed]]
* [[Two-handed_Weapons#Simple_Two-Handed_Weapons|Two-handed]]
* [[Versatile_Weapons#Simple_Versatile_Weapons|Versatile]]
|
* [[Two-handed_Weapons#Simple_Two-Handed_Weapons|Two-handed]]
|}


== Armor, Clothing and Shields ==
Regardless of your class, you can obtain Light, Medium, or Heavy Armor Proficiency by taking the appropriate [[Character Abilities#Feats|feat]] at level 4, and thus gain the ability to wear Armor instead of Clothing.


=== Armor ===
=== Armor ===


'''[[Armor]]''' offers the character an improved base armor [[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.
''Main article: [[Armor]]''
 
There are three types of armor:
 
* [[Armor#Light Armor|Light Armor]]
* [[Armor#Medium Armor|Medium Armor]]
* [[Armor#Heavy Armor|Heavy Armor]]
 
=== Clothing ===


'''[[Clothing]]''' provides no additional protection against damage. Caster classes that have ''no'' [[Armor#Armor Proficiency|Armor Proficiency]] such as [[Sorcerer]] and [[Wizard]] will wear Clothings to be able of [[Spell|Spellcasting]] (in and out of combat).  
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.


You can obtain Light, Medium, or Heavy Armor Proficiency by taking the appropriate [[Character Abilities#Feats|feat]] at level 4.
There are three types of armor: Light, Medium, and Heavy. You need the corresponding [[Armor#Armor Proficiency|Armor Proficiency]] to be able to wear a specific type of Armor without penalties.
 
'''See also:''' [[Clothing#List of clothing|All Clothing]]


=== Shields ===
=== Shields ===


'''[[Shield]]s''' provide bonuses to characters' [[Armor Class]] and decreases the chance of being hit by enemies.
''Main article: [[Shields]]''


Taking the [[Character Abilities#Feats|Feat]] “Moderately Armored” can grant you Proficiency with [[Armor#Medium Armor|Medium Armor]] and Shields.
Shields provide a bonus to [[Armor Class]] to decrease the chance of being hit by enemies.


'''See also:''' [[Shield#List of shields|All Shields]]
Taking the [[Feats|Feat]] “Moderately Armored” can grant you Proficiency with Shields in addition to Medium Armor.


'''Accessories''' offer various enchantments that benefit the player’s gameplay.
== Other gear ==


== Other gear ==
=== Headwear ===


=== Helmets ===
''Main article: [[Headwear]]''


'''[[Helmets]]''' are type of accessories that provide beneficial passives, allow characters to cast certain [[Spell|Spells]] or offer bonuses to [[Saving Throws]].
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.


'''See also:''' [[Helmets#List of helmets|All Helmets]]
=== Handwear ===


=== Gloves ===
''Main article: [[Handwear]]''


'''[[Gloves]]''' are type of accessories that provide beneficial passives or offer bonuses to [[Saving Throws]].
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.


'''See also:''' [[Gloves#List of gloves|All Gloves]]
=== Footwear ===


=== Boots ===
''Main article: [[Footwear]]''


'''[[Boots]]''' are type of accessories that provide beneficial passives or allow characters to cast certain [[Spell|Spells]] or offer bonuses to [[Saving Throws]].
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.


'''See also:''' [[Boots#List of boots|All Boots]]
== Jewelry ==


=== Amulets ===
=== Amulets ===


'''[[Amulets]]''' are type of accessories that provide beneficial passives or allow characters to cast certain [[Spell|Spells]].
''Main article: [[Amulets]]''


'''See also:''' [[Amulets#List of amulets|All Amulets]]
'''[[Amulets]]''' are a type of accessory that may provide beneficial passives or allow characters to cast certain [[Spell|Spells]].  Most amulets are merely non-magical jewelry whose sole purpose is to be sold for gold.


=== Rings ===
=== Rings ===


'''[[Rings]]''' are type of accessories that provide beneficial passives or allow characters to cast certain [[Spell|Spells]].
''Main article: [[Rings]]''


'''See also:''' [[Rings#List of rings|All Rings]]
'''[[Rings]]''' are a type of accessory that may provide beneficial passives or allow characters to cast certain [[Spell|Spells]].  Most rings are merely non-magical jewelry whose sole purpose is to be sold for gold.

Revision as of 03:12, 22 January 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: Weapons

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.

Regardless of your class, you can obtain Light, Medium, or Heavy Armor Proficiency by taking the appropriate feat at level 4, and thus gain the ability to wear Armor instead of Clothing.

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 armor: Light, Medium, and Heavy. You need the corresponding Armor Proficiency to be able to wear 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.

Taking the Feat “Moderately Armored” can grant you Proficiency with Shields in addition to Medium Armor.

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.