Equipment: Difference between revisions

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''Main article: [[Shields]]''
''Main article: [[Shields]]''


Shields provide a bonus to [[Armor Class]] to decrease the chance of being hit by enemies. A character does not need to be holding the shield visually to get the AC bonus, it just needs to be equipped in their melee weapon slot. I.E. A fighter that is currently holding and using a bow will still get an AC bonus of the shield that is equipped in their melee weapon slot.
Shields provide a bonus to [[Armor Class]] to decrease the chance of being hit by enemies. A creature doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in their melee off-hand slot. I.e., a fighter 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.


Taking the [[Feats|Feat]] “Moderately Armored” can grant you Proficiency with Shields in addition to Medium Armor, as long as you already had Light armor proficiency beforehand.
Taking the [[Feats|Feat]] “Moderately Armored” can grant you Proficiency with Shields in addition to Medium Armor, as long as you already had Light armor proficiency beforehand.

Revision as of 18:04, 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.

One can gain additional armor proficiencies by taking appropriate Feats at lv4, such as Lightly Armored, Moderately Armored and Heavily Armored, as long as the character meets their prerequisites. For example, in order to be able to pick Heavily Armored, your character will need to already have medium armor proficiency from their class or race.

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. A creature doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in their melee off-hand slot. I.e., a fighter 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.

Taking the Feat “Moderately Armored” can grant you Proficiency with Shields in addition to Medium Armor, as long as you already had Light armor proficiency beforehand.

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 use two different rings at once.