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Absolute Night

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Absolute Night is a passive feature that lets the weapon blind its targets.

Description

BlindBlind targets that fail a Dexterity Saving ThrowDexterity Saving Throw. Deals an additional 2d6PiercingPiercing to certain creatures that sport multiple sets of eyes.

Condition: Blinded

BlindedBlinded

Duration: 2 turns

DEX Save (DC 11)DEX Save (DC 11)

  • The affected creature has Disadvantage Icon.png Disadvantage on Attack rolls.
  • The affected creature's range of attacks and spells reduced to 3 m / 10 ft.
  • Attack rolls against affected creatures have Advantage Icon.png Advantage.

How to learn

Granted by the weapons:

Notes

  • As implied in the description of Absolute Night, the passive feature deals extra damage to spiders, spider-like enemies, spectators and other creatures with many eyes. This only works with melee attacks. Thrown weapon hits do not trigger this bonus.
    • Likewise, the ability to blind opponents does not function a weapon with this passive is thrown.
  • Although the combat log shows (if the target succeeds the roll) a breakdown of the roll indicating that Absolute Night uses the Spell DC, the actual DC is fixed at 11.

Bugs

  • The saving throw against being BlindedBlinded is incorrectly attributed in the combat log against the attacker or the attack which was used, rather than against Absolute Night.