Resistances: Difference between revisions

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{{ up to date | 2023-08-23 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
'''Resistances''' represent a creature's capacity to withstand certain [[Damage#Damage types|types of damage]].
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 ==
{{hatnote|See also: [[:Category:Sources of damage]]}}
There are 13 different types of damage in Baldur's Gate 3. They are:


{| style="text-align: center;"
== Overview ==
|-
| style="width: 16%" | {{:Damage Types/damage|Bludgeoning}}*
| style="width: 16%" | {{:Damage Types/damage|Fire}}
| style="width: 16%" | {{:Damage Types/damage|Lightning}}
| style="width: 16%" | {{:Damage Types/damage|Acid}}
| style="width: 16%" | {{:Damage Types/damage|Radiant}}
| style="width: 16%" | {{:Damage Types/damage|Force}}
|-
| {{:Damage Types/damage|Piercing}}*
| {{:Damage Types/damage|Cold}}
| {{:Damage Types/damage|Thunder}}
| {{:Damage Types/damage|Poison}}
| {{:Damage Types/damage|Necrotic}}
| {{:Damage Types/damage|Psychic}}
|-
| {{:Damage Types/damage|Slashing}}*
|}


''*Sometimes, the term {{DamageColor|Physical|'''Physical Damage'''}} (stylized as {{DamageType|Physical}} on the wiki) is used in ability or item descriptions, such as the [[Rage]] ability of [[Barbarian]]s.  When you use such an ability, you deal whatever damage type your weapon would deal.''
''Vulnerability'', ''resistance'', and ''immunity'' are properties that modify how much damage a target takes from specific types of damage:


== Damage vulnerability, resistance and immunity ==
<gallery mode=nolines heights=40px>
{{hatnote|See also [[:Category:Resistances]]}}
Bludgeoning Damage Icon.png|{{DamageColor|Bludgeoning|Bludgeoning}}
Piercing Damage Icon.png|{{DamageColor|Piercing|Piercing}}
Slashing Damage Icon.png|{{DamageColor|Slashing|Slashing}}
Cold Damage Icon.png|{{DamageColor|Cold|Cold}}
Fire Damage Icon.png|{{DamageColor|Fire|Fire}}
Lightning Damage Icon.png|{{DamageColor|Lightning|Lightning}}
Thunder Damage Icon.png|{{DamageColor|Thunder|Thunder}}
Acid Damage Icon.png|{{DamageColor|Acid|Acid}}
Poison Damage Icon.png|{{DamageColor|Poison|Poison}}
Radiant Damage Icon.png|{{DamageColor|Radiant|Radiant}}
Necrotic Damage Icon.png|{{DamageColor|Necrotic|Necrotic}}
Force Damage Icon.png|{{DamageColor|Force|Force}}
Psychic Damage Icon.png|{{DamageColor|Psychic|Psychic}}
</gallery>


''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, resistance, and immunity can apply to non-magical sources of damage, magical sources of damage, or both. Generally, vulnerability and immunity apply to both, although exceptions exist. Magical sources of damage include spells, and weapons that have an enchantment value of at least {{em|+1}}.


=== Vulnerability ===
=== Vulnerability ===
'''Vulnerability''' means the total damage taken from a type of damage is {{em|doubled}}. Vulnerability is indicated by a downwards red arrow on the corresponding element when inspecting an entity.
 
''Vulnerability'' means the total damage taken from a type of damage is {{em|doubled}}. When inspecting an entity, vulnerability is indicated by a downwards red arrow on the corresponding element. The game doesn't seem to include any creatures that have vulnerability only to non-magical or only to magical sources of damage.


{{InfoBlob
{{InfoBlob
|Example: [[File:Fire V.png|30px|link=]]
|Example: [[File:Fire Vulnerability.png|30px|link=]]
}}
}}


=== Resistance ===
=== Resistance ===
{{hatnote|For the cantrip, see [[Resistance (Cantrip)]].}}
{{hatnote|For the cantrip, see [[Resistance (Cantrip)]].}}


''Resistance'' means the total damage taken from a type of damage is {{em|halved}}. Resistance is indicated by an upwards blue or grey arrow on the corresponding element when inspecting an entity. Grey indicates that non-magical sources of damage are reduced, and blue indicates that magical sources of damage are reduced.
''Resistance'' means the total damage taken from a type of damage is {{em|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.


{{InfoBlob
{{InfoBlob
|Example: [[File:Fire NM.png|30px|link=]] or [[File:Fire M.png|30px|link=]] or [[File:Fire R.png|30px|link=]]
|Example: [[File:Fire Resistance NM.png|30px|link=]] or [[File:Fire Resistance M.png|30px|link=]] or [[File:Fire Resistance Full.png|30px|link=]]
 
}}
}}


=== Immunity ===
=== Immunity ===
''Immunity'' means the total damage taken from a type of damage is {{em|reduced to 0}}. It is indicated by a yellow outline shaped like a shield on the corresponding element when inspecting an entity.
 
''Immunity'' means the total damage taken from a type of damage is {{em|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. In some rare cases, the immunity may apply only to non-magical sources of damage, in which case the outline is white/grey instead of yellow.


{{InfoBlob
{{InfoBlob
Line 56: Line 54:


== Toughness ==
== 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:
''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:
* {{IconLink|Sturdy Condition Icon.webp|Sturdy (Condition)|Sturdy}}: Only a hit that deals at least '''10''' damage can damage this material.
* {{IconLink|Sturdy Condition Icon.webp|Sturdy (Condition)|Sturdy}}: Only a hit that deals at least '''10''' damage can damage this material.
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There are several ways to beat the '''Toughness''' threshold of an object. Here are some common methods:
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 {{DamageType|Fire}} for wood, {{DamageType|Force}} for stone, and {{DamageType|Acid}} for metal)
* Exploiting any specific damage '''Vulnerability''' of the material (typically {{DamageType|Fire}} for wood, {{DamageType|Force}} for stone, and {{DamageType|Acid}} for metal)
* Attacking with a [[Maul]] using {{SmIconLink|Great Weapon Master All-In Icon.png|Great Weapon Master: All In}} to deal high {{DamageText| |Bludgeoning}} damage.
* Attacking with a [[Maul]] using {{SAI|Great Weapon Master: All In}} to deal high {{DamageText| |Bludgeoning}} damage.
* Using the {{SAI|Shatter}} spell or another source of high {{DamageText| |Thunder}} damage.
* Using the {{SAI|Shatter}} spell or another source of high {{DamageText| |Thunder}} damage.
* Igniting {{SmItemIcon|Smokepowder Barrel|Smokepowder Barrels}} or other explosives.
* Igniting {{RarityItem|Smokepowder Barrel}} or other explosives.
 
== Related items ==
==={{DamageColor|Slashing|Slashing Resistance}}===
* {{RarityItem|Amulet of the Unworthy|40}}
 
==={{DamageColor|Piercing|Piercing Resistance}}===
''None''
 
==={{DamageColor|Bludgeoning|Bludgeoning Resistance}}===
''None''
 
==={{DamageColor|Fire|Fire Resistance}}===
* {{RarityItem|Elixir of Fire Resistance|40}}
* {{RarityItem|Elixir of Dragonborn Prowess: Fire|40}}
* {{RarityItem|Gloves of Fire Resistance|40}} ''when the wearer has 50% [[Hit Points]] or less''
* {{RarityItem|Reverse Rain Cloak|40}}
* {{RarityItem|Darkfire Shortbow|40}}
* {{RarityItem|Obsidian Laced Robe|40}}
* {{RarityItem|Shield of Scorching Reprisal|40}}
* {{RarityItem|Unwanted Masterwork Scalemail|40}}
* {{RarityItem|Wavemother's Cloak|40}} ''once per turn until the wearer takes damage''
* {{RarityItem|Emblazoned Plate of the Marshal|40}}
* {{RarityItem|Flame Enamelled Armour|40}}
* {{RarityItem|Grymskull Helm|40}}
* {{RarityItem|Incandescent Staff|40}}
* {{RarityItem|Infernal Robe|40}}
* {{RarityItem|Wavemother's Robe|40}}
* {{RarityItem|Helldusk Armour|40}}
 
==={{DamageColor|Cold|Cold Resistance}}===
* {{RarityItem|Elixir of Cold Resistance|40}}
* {{RarityItem|Elixir of Dragonborn Prowess: Frost|40}}
* {{RarityItem|Robe of Summer|40}}
* {{RarityItem|Darkfire Shortbow|40}}
* {{RarityItem|Icebite Robe|40}}
* {{RarityItem|Wavemother's Robe|40}}
 
==={{DamageColor|Lightning|Lightning Resistance}}===
* {{RarityItem|Elixir of Lightning Resistance|40}}
* {{RarityItem|Elixir of Dragonborn Prowess: Lightning|40}}
* {{RarityItem|The Sparkswall|40}}
* {{RarityItem|Gloves of the Automaton|40}} ''for {{Duration|10}} after using'' '''Circuity Interface'''
 
==={{DamageColor|Thunder|Thunder Resistance}}===
* {{RarityItem|Elixir of Thunder Resistance|40}}
 
==={{DamageColor|Acid|Acid Resistance}}===
* {{RarityItem|Elixir of Acid Resistance|40}}
* {{RarityItem|Elixir of Dragonborn Prowess: Acid|40}}
* {{RarityItem|Varsh Ko'kuu's Boots|40}}
 
==={{DamageColor|Poison|Poison Resistance}}===
* {{RarityItem|Elixir of Poison Resistance|40}}
* {{RarityItem|Elixir of Dragonborn Prowess: Poison|40}}
* {{RarityItem|Ring of Poison Resistance|40}}
 
==={{DamageColor|Radiant|Radiant Resistance}}===
* {{RarityItem|Elixir of Radiant Resistance|40}}
 
==={{DamageColor|Necrotic|Necrotic Resistance}}===
* {{RarityItem|Elixir of Necrotic Resistance|40}}
* {{RarityItem|Loviatar's Scourge|40}}
* {{RarityItem|Protective Plate|40}}
 
==={{DamageColor|Force|Force Resistance}}===
* {{RarityItem|Elixir of Force Resistance|40}}
 
==={{DamageColor|Psychic|Psychic Resistance}}===
* {{RarityItem|Elixir of Psychic Resistance|40}}
* {{RarityItem|Psionic Ward Armour|40}} ''if the wearer is [[Githyanki|Gith]]''
* {{RarityItem|Silver Sword of the Astral Plane|40}} ''if the wearer is [[Githyanki|Gith]]''
 
===Vulnerability===
* {{RarityItem|Amulet of the Unworthy|40}} Vulnerability to {{DamageType|Bludgeoning}}
* {{RarityItem|Reverse Rain Cloak|40}} Vulnerability to {{DamageType|Cold}} and {{DamageType|Lightning}}
* {{RarityItem|Wavemother's Cloak|40}} Vulnerability to {{DamageType|Cold}} and {{DamageType|Lightning}} ''once per turn until the wearer takes damage''
 
===Other===
* {{RarityItem|Elixir of Universal Resistance|40}} Gain [[Resistance]] to all damage for {{Duration|10}}.
* {{SAI|Protection from Missiles|40}} Applies {{Cond|Protection from Missiles}} to the caster, which includes [[Resistance]] to {{DamageType|Physical}} damage from ranged weapons. Granted by {{RarityItem|Abdel's Trusted Shield|40}} and {{RarityItem|Cindersnap Gloves|40}}.
* {{RarityItem|Abyss Beckoners|40}} '''Demonspirit Aura:''' The wearer's summoned creatures have [[Resistance]] to all damage except {{DamageType|Psychic}}.
* {{RarityItem|Bhaalist Armour|40}} '''Aura of Murder:''' Enemies within {{Distance|m=2|ft=6.5}} become {{Resistance|Piercing|vulnerable|nocat=true}} [[Vulnerable]] to {{DamageType|Piercing}} damage, unless they are {{Resistance|Piercing|resistant|nocat=true}} [[Resistant]] or {{Resistance|Piercing|immune|nocat=true}} [[Immune]] to it.
* {{RarityItem|Bloodthirst|40}} '''Exploit Weakness:''' Creatures hit with this weapon receive {{Resistance|Piercing|vulnerable|nocat=true}} [[Vulnerability]] to {{DamageType|Piercing}} damage.
* {{RarityItem|Bonespike Gloves|40}} '''Exoskeletal Reinforcement:''' Your attacks ignore [[Resistance]] to {{DamageType|Slashing}}, {{DamageType|Piercing}}, and {{DamageType|Bludgeoning}} damage.
* {{RarityItem|Circle of Bones|40}} '''Undead Ward:''' Allied [[undead]] within 6m / 20ft are [[Resistant]] to {{DamageType|Bludgeoning}}, {{DamageType|Slashing}}, and {{DamageType|Piercing}} damage.
* {{RarityItem|Creation's Echo|40}} '''Elemental Resonance:''' If the wielder deals {{DamageType|Acid}}, {{DamageType|Fire}}, {{DamageType|Lightning}}, {{DamageType|Radiant}}, or {{DamageType|Necrotic}} damage, it becomes resistant to that damage type for {{Duration|2}}.
* {{RarityItem|Hellrider's Pride|40}} '''Helm's Protection:''' When you heal another creature, it gains [[Resistance]] to {{DamageType|Bludgeoning}}, {{DamageType|Piercing}}, and {{DamageType|Slashing}} damage dealt by weapon attacks for {{Duration|2}}.


{{NavGameplay/Mechanics}}
{{NavGameplay/Mechanics}}


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

Latest revision as of 04:18, 7 April 2024

Resistances represent a creature's capacity to withstand certain types of damage.

Overview[edit | edit source]

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, resistance, and immunity can apply to non-magical sources of damage, magical sources of damage, or both. Generally, vulnerability and immunity apply to both, although exceptions exist. Magical sources of damage include spells, and weapons that have an enchantment value of at least +1.

Vulnerability[edit | edit source]

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. The game doesn't seem to include any creatures that have vulnerability only to non-magical or only to magical sources of damage.

Example: Fire Vulnerability.png

Resistance[edit | edit source]

For the cantrip, see Resistance (Cantrip).

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: Fire Resistance NM.png or Fire Resistance M.png or Fire Resistance Full.png

Immunity[edit | edit source]

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. In some rare cases, the immunity may apply only to non-magical sources of damage, in which case the outline is white/grey instead of yellow.

Example: Fire Immunity.png

Toughness[edit | edit source]

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:

  • Sturdy Sturdy: Only a hit that deals at least 10 damage can damage this material.
  • Medium Toughness Medium Toughness: Only a hit that deals at least 22 damage can damage this material.
  • Greater Toughness Greater Toughness: 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: