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Helldusk set

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Helldusk armour is a set of equipment that revolves around resisting and dealing Fire damage. It is forged from Infernal Iron or Infernal Alloy.

Flawed[edit | edit source]

The flawed set variant is a proper set of Helldusk items which can be produced by Dammon if he is given Infernal Iron or Infernal Alloy. The order in which Dammon gives the party the pieces is: Flawed Helldusk Armour; Flawed Helldusk Helmet; and finally the Flawed Helldusk Gloves. Dammon apprenticed under Carixim.

Name Slot Effect

Flawed Helldusk Armour
ArmourArmour (Heavy Armour)
Lesser Infernal Retribution
When you are hit by a foe within 2 m / 7 ft, it might take 1d4FireFire damage.
Superior Plate
You take 1 less PiercingPiercing damage.

Flawed Helldusk Helmet
HeadgearHeadgear (Non-Armour)
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.

Flawed Helldusk Gloves
GlovesGloves (Non-Armour)
Lesser Infernal Touch
Your weapon attacks deal an additional 1d4FireFire damage. Your unarmed attacks deal an additional 1d4NecroticNecrotic damage, and can possibly inflict Bleeding Bleeding.

Non-flawed[edit | edit source]

The non-flawed (or perfect) variants of the Helldusk set is a proper set of original Helldusk items made by Carixim. Items in this set have more powerful effects but are either harder to acquire or can only obtained later in the game.

Name Slot Effect

Helldusk Armour
ArmourArmour (Heavy Armour)
FlyFly (Bonus Action)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Helldusk Armour
You are considered Proficient with this armour while wearing it.
Infernal Retribution
When you succeed a Saving throw, the caster receives Burning (Orthonic) Burning (Orthonic) for 3 turns.
Prime Aegis of Fire
You have Resistance to FireFire damage and cannot be Burned Burned. You take 3 less damage from all sources.

Helldusk Boots
FootwearFootwear (Non-Armour)
HellcrawlerHellcrawler (Bonus Action)
Teleport to an area and deal 2d8FireFire damage where you land. The impact blast spreads in a 3 m / 10 ft zone. (Recharge: Short rest Recharge: Short rest.)
Steadfast
You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain Difficult Terrain.
Infernal Evasion
When you fail a Saving throw, you may use your Reaction to succeed instead.

Helldusk Gloves
GlovesGloves (Non-Armour)
Rays of FireRays of Fire (Action)
Cast as a cantrip (Recharge: Short rest Recharge: Short rest.)
Infernal Acuity
You gain +1 bonus to Spell Attack Rolls and Spell Save DC.
Infernal Touch
Your weapon attacks deal an additional 1d6FireFire damage. Your unarmed attacks deal an additional 1d6NecroticNecrotic damage, and can possibly inflict Bleeding Bleeding.

Helldusk Helmet
HeadgearHeadgear (Non-Armour)
Immolating GazeImmolating Gaze (Action)
Sear and Frighten Frighten a target with nothing but your glower. (Recharge: Short rest Recharge: Short rest.)
Infernal Sight
You can see in magical and ordinary darkness up to a range of 12 m / 40 ft. You cannot be Blinded Blinded.
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.