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This is a comprehensive list of all the damage riders in the game that use <code>DamageBonus()</code> which can be acquired by the player. There are other <code>DamageBonus()</code> effects exclusive to certain enemies or attached to items not available in the game (outside of cheats). These effects are excluded from the list below.
=Damage Mechanics=
==Overview ==
Under the hood, superficially similar damage bonuses can be implemented in very different ways.
For example, the {{RarityItem|Callous Glow Ring}} and the {{RarityItem|Caustic Band}} are both rings that give 2 bonus damage. However, their damage bonuses are implemented using two different functions and wind up behaving quite differently.
Understanding how these different functions work will help explain the oftentimes unintuitive damage mechanics in Baldur's Gate 3.
 
Below is a breakdown of the different functions used to apply damage bonus effects.
{| class="wikitable"
!Function
!Term
!Comment
!Example
|-
|<code>WeaponDamage()</code>
| rowspan="3" |'''Weapon rider'''
| rowspan="3" |The basic, well-behaved damage bonuses are implemented with this function. The bonus will apply to ''only'' the triggering attack and nothing else.
| rowspan="3" |{{DamageText|2|Acid}} from {{RarityItem|Caustic Band}}
|-
|<code>CharacterWeaponDamage()</code>
|-
|<code>CharacterUnarmedDamage()</code>
|-
|<code>DamageBonus()</code>
|'''Damage rider'''
|Damage bonuses using this function will add their damage to each independent damage instance. When combined with effects that use <code>DealDamage()</code>, a single attack can create numerous independent damage instances so <code>DamageBonus()</code> effects can potentially apply their damage many times per attack.
|{{DamageText|2|Radiant}} from {{RarityItem|Callous Glow Ring}}
|-
|<code>DealDamage()</code>
|'''Damage rider source''' ('''DRS''')
|This function is used by all damaging attacks, spells, and conditions to deal their damage, but some damage bonuses also use it. <code>DealDamage()</code> creates a separate damage instance that can be independently boosted by applicable <code>DamageBonus()</code> sources. In certain scenarios, '''DRS''' effects can trigger each other, creating far more damage instances than might be expected.
|{{DamageText|1d8|Physical}} from {{SAI|Colossus Slayer}}
|}
The interaction between the different types of damage bonuses can be summarized as follows:
* '''Weapon rider''' bonuses do exactly what they say -- nothing more, nothing less.
* The effect of '''damage riders''' is multiplicative with the number of independent damage instances. An attack with 2 extra damage instances from '''damage rider source''' effects will apply any '''damage riders''' 3 times.
* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances.
 
== Weapon riders ==
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else.
One weapon attack will apply each '''weapon rider''' exactly once.
Unlike the two other classes of damage boosts, they are very well-behaved and won't interact with other damage boosts to produce unexpected results.
 
'''Weapon riders''' are far too numerous it exhaustively list. Instead, here is a small sample of damage boosts of this category:
* +10 damage from Great Weapon Master
* Bonus damage from {{Cond|Arcane Synergy}}
* {{DamageText|1d4|Fire}} damage from a fire-dipped weapon
If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default.
 
== Damage riders ==
Unlike '''weapon riders''', '''damage riders''' can "ride" on damage sources other than weapon or unarmed damage.
This makes them more flexible and potentially abusable than basic '''weapon riders'''.
In particular, when combined with one or more '''damage rider source''' effects, a '''damage rider''' can potentially apply multiple times to a single attack, effectively multiplying their provided damage bonus.
 
This is a comprehensive list of all the '''damage riders''' in the game which can be acquired by the player. There are other '''damage riders''' exclusive to certain enemies or attached to items not available in the game (outside of cheats). These effects are excluded from the list below.


If a damage type is not specified, the damage bonus will inherit the type from whatever damage source it is applied to.
If a damage type is not specified, the damage bonus will inherit the type from whatever damage source it is applied to.
{| class="wikitable"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+<code>DamageBonus()</code> sources
|+ '''Damage riders'''
!Source
!Source
!Damage Bonus
! Damage Bonus
!Conditions
!Conditions
|-
|-
|{{RarityItem|Rhapsody}}
|{{RarityItem|Rhapsody}}<ref name="universal"/>
|'''1''', '''2''', or '''3'''
| '''1''', '''2''', or '''3'''
|Kill 3 creatures with the weapon to unlock the max bonus; resets each Long Rest<ref>The damage bonus is not attached to the weapon. You will keep the '''Scarlet Remittance''' buff even after unequipping the dagger.</ref>
|Kill 3 creatures with the weapon to unlock the max bonus; resets each Long Rest
|-
|-
|{{SAI|Arcane Charge (Condition)|Arcane Charge}}
|{{SAI|Arcane Charge (Condition)|Arcane Charge}}<ref name="universal"/>
|[[Proficiency Bonus]]
|[[Proficiency Bonus]]
|Target is [[Threatened (Condition)|threatened]]
|Target is [[Threatened (Condition)|threatened]]
|-
|-
|{{RarityItem|Callous Glow Ring}}
|{{RarityItem|Callous Glow Ring}}<ref name="universal"/>
|{{DamageText|2|Radiant}}
|{{DamageText|2|Radiant}}
|Target is illuminated (i.e. not [[Obscured]])
|Target is illuminated (i.e. not [[Obscured]])
|-
|{{Cond|Lightning Charges}}<ref name="universal"/>
|{{DamageText|1|Lightning}}
|Have at least 1 Lightning Charge
|-
|{{IconLink|Bulette Bite Icon.webp|Vampire Ascendant|w=24|h=24}}<ref name="universal"/>
|{{DamageText|1d10|Necrotic}}
|Available only to [[Astarion]] after ascending at the end of [[The Pale Elf]]
|-
|-
|{{RarityItem|Spellmight Gloves}}
|{{RarityItem|Spellmight Gloves}}
|'''1d8'''
|'''1d8'''  
|Any spell (even those without attack rolls)
| Spell with an attack roll<ref name="spellmight"/>
|-
|-
|{{SAI|Agonising Blast}}
| {{SAI|Agonising Blast}}
|Charisma modifier {{DamageType|Force}}
|Charisma modifier {{DamageType|Force}}
|{{SAI|Eldritch Blast}}
| {{SAI|Eldritch Blast}}
|-
|-
|{{SAI|Empowered Evocation}}
|{{SAI|Empowered Evocation}}
Line 62: Line 123:
|{{RarityItem|Poisoner's Robe}}
|{{RarityItem|Poisoner's Robe}}
|{{DamageText|1d4|Poison}}
|{{DamageText|1d4|Poison}}
|{{DamageType|Poison}} spell
| {{DamageType|Poison}} spell
|-
|-
|{{SAI|Heat Convergence}}
|{{SAI|Heat Convergence}}
Line 77: Line 138:
|-
|-
|{{SAI|Hex}}
|{{SAI|Hex}}
|{{DamageText|1d6|Necrotic}}
|{{DamageText|1d6|Necrotic}}  
|Spellcaster attacks Hex target
|Spellcaster attacks Hex target
|-
|-
Line 94: Line 155:
|{{RarityItem|Cloak of Elemental Absorption}}
|{{RarityItem|Cloak of Elemental Absorption}}
|'''1d4''' elemental
|'''1d4''' elemental
|Next weapon attack after using [[Absorb Elements]]
|Next weapon attack after using [[Absorb Elements]]  
|-
|-
|{{RarityItem|Shadow-Cloaked Ring}}
|{{RarityItem|Shadow-Cloaked Ring}}
|'''1d4'''
|'''1d4'''
|Unarmed attack<ref>The Shadow-Cloaked Ring boosts both weapon and unarmed damage, but weapon damage is boosted using <code>CharacterWeaponDamage()</code>.</ref>
|Unarmed attack<ref name="shadow-cloaked"/>
|-
|-
|{{RarityItem|Dolor Amarus}}
|{{RarityItem|Dolor Amarus}}
|'''7'''
|'''7'''
|[[Critical Hit]]<ref name="crit">The damage bonus applies to any Critical Hit, not just those made with this weapon.</ref>
|[[Critical Hit]]<ref name="crit"/>
|-
|-
|{{RarityItem|Vicious Battleaxe}}
|{{RarityItem|Vicious Battleaxe}}
Line 120: Line 181:
|Unarmed or weapon attack with 2+ enemies within '''3m'''
|Unarmed or weapon attack with 2+ enemies within '''3m'''
|-
|-
|{{RarityItem|The Undead Bane}}
|{{RarityItem|The Undead Bane}}  
 
|{{DamageText|1d6|Slashing}}
|{{DamageText|1d6|Slashing}}
|Melee attack against a [[Fiend]] or [[Undead]]
|Melee attack against a [[Fiend]] or [[Undead]]
Line 128: Line 190:
|Melee attack against a [[Fiend]] or [[Undead]]
|Melee attack against a [[Fiend]] or [[Undead]]
|}
|}
<references />
<references>
<ref name="universal">These '''damage riders''' are '''universal''' (see below).</ref>
<ref name="spellmight">Prior to Patch 4, this worked with ''any'' direct damage spell. More testing is needed to see what it works with after Patch 4.</ref>
<ref name="shadow-cloaked">The Shadow-Cloaked Ring boosts both weapon and unarmed damage, but weapon damage is boosted using <code>CharacterWeaponDamage()</code>.</ref>
<ref name="crit">The damage bonus applies to any Critical Hit, not just those made with this weapon.</ref>
</references>
 
The top 5 '''damage riders''' in the above list are '''universal'''. They will apply to any damage instance, even ones '''detached''' from a spell or attack. All the other '''damage riders''' involve conditions like <code>IsSpell()</code> or <code>IsMeleeAttack()</code> so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-'''universal damage riders'''. Status effect damage like {{Cond|Simple Toxin}} is an example of damage '''detached''' from any attack or spell that can only be boosted by '''universal damage riders'''. See below for a more detailed discussion of '''detached''' damage instances.
 
== Damage rider sources ==
Damage bonus implemented with <code>DealDamage()</code> (i.e. '''Damage rider sources''') are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3.
 
All attacks or damaging spells are implemented using <code>DealDamage()</code>, so any damage bonus implemented using that same function will behave somewhat like an independent attack or spell.
Importantly, this means that '''damage rider sources''' can potentially trigger each other causing an exponential explosion in the number of damage instances (with the right combination of '''DRS''' effects).
As previously stated, adding '''DRS''' effects to an attack will also multiple the effectiveness of '''damage riders'''.
 
=== Exponential behavior when combining DRS effects ===
 
=== Attached vs detached instances ===
There are two sub-categories of '''DRS''' effects that determine how they interact with '''damage riders''': '''attached''' and '''detached'''.
*A '''DRS''' effect '''attached''' to an attack or spell will be grouped and indented under a heading like "X used Main Hand Attack" or "X cast Fire Ball". Most '''DRS''' effects will be attached to the triggering attack.
*A '''detached''' instance will appear separately in the damage log, not grouped with the triggering attack. '''DRS''' effects wind up detached because they call <code>DealDamage()</code> indirectly. For example:
**When standing in a Burning surface, the {{RarityItem|Amulet of Elemental Torment}} will effectively add a {{DamageText|1d4|Fire}} '''DRS'''. The amulet's effect doesn't call <code>DealDamage()</code> directly, but instead calls <code>ApplyStatus(BURNING)</code>. On application, the {{Cond|Burning}} status effect calls <code>DealDamage()</code> immediately.
**To apply its {{DamageText|1d4|Thunder}} damage, the {{RarityItem|Punch-Drunk Bastard}} calls <code>CreateExplosion()</code> which then calls <code>DealDamage()</code>.
The practical difference between '''attached''' and '''detached''' '''DRS''' sources is that some '''damage rider''' effects will not apply to '''detached''' sources. For example, the {{DamageText|1d4|Fire}} damage instance from the Amulet of Elemental Torment is detached from the spell cast and thus will not get boosted by '''damage riders''' like the [[Potent Robe]] or [[Elemental Affinity: Damage]] which explicitly apply only to spell/cantrip attacks. It will, however, be boosted by more '''universal''' damage riders like [[Arcane Charge (Condition)|Arcane Charge]].
 
=== DRS effects from class features ===
This is a list of class features that provide additional '''damage rider sources''' to attacks or spells.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%; text-align:center;"
|+Extra '''damage rider sources''' from class features
!Feature
!Class
!Damage Bonus
!Limitation
!Notes
|-
|{{nowrap|{{SAI|Sneak Attack}}}}
|Level 1<br>{{nowrap|{{Class|Rogue}}}}
|'''1d6''' to '''6d6'''
|Once per turn<ref name="once-per-turn"/>
| style="text-align:left;" |
Sneak Attack will only create a separate damage instance when triggered as an automatic reaction. The damage type is inherited from the weapon.
|-
|{{nowrap|{{SAI|Divine Smite}}}}
|Level 2<br>{{nowrap|{{Class|Paladin}}}}
|{{DamageColor|Radiant|'''2d8'''|}} to {{DamageColor|Radiant|'''5d8'''}}
|Consumes spell slots
| style="text-align:left;" |
Also applies to all other Smite variants.
|-
|{{nowrap|{{SAI|Combat Inspiration}}}}<ref name="ci"/>
|Level 3<br>{{nowrap|{{Class|College of Valour|noparent=yes}}}}
|'''1d6''', '''1d8''', or '''1d10'''
|Consumes {{resource|bi}}
| style="text-align:left;" |
Bard must apply the buff to another character. The damage type is inherited from the weapon.
|-
|{{nowrap|{{SAI|Colossus Slayer}}}}
|Level 3<br>{{nowrap|{{Class|Hunter|noparent=yes}}}}
|'''1d8'''
|Once per turn<ref name="once-per-turn"/>
| style="text-align:left;" |
Target must already be damaged. The damage type is inherited from the weapon.
|-
|{{nowrap|{{SAI|Heart of the Storm}}}}
|Level 6<br>{{nowrap|{{Class|Storm Sorcery|noparent=yes}}}}
|{{nowrap|{{DamageColor|Lightning|(Sorcerer level)/2}}}}<br>or<br>{{nowrap|{{DamageColor|Thunder|(Sorcerer level)/2}}}}
|Leveled spells only
| style="text-align:left;" |
Applies in a {{range|m=6|ft=20}} radius around you when you cast a leveled {{DamageType|Lightning}} or {{DamageType|Thunder}} damage spell. This damage instance is '''detached''' from the spell.
 
Recastable spells like {{SAI|Call Lightning}} do not count as leveled spells when recasted for free.
|-
|{{nowrap|{{SAI|Divine Strike}}}}
|Level 8<br>{{nowrap|{{Class|Cleric}}}}
|'''1d8'''
|Once per turn<ref name="once-per-turn"/>
| style="text-align:left;" |
Damage type depends on the Cleric domain. The {{DamageText|1d8|Physical}} variant from {{Class|War Domain|noparent=true}} must be triggered as a reaction to deal a separate damage instance. All other variants create a separate instance no matter how they are triggered.
|-
|{{SAI|Shadow Strike}}
|Level 11<br>{{nowrap|{{Class|Way of Shadow|noparent=yes}}}}
|{{DamageColor|Psychic|'''3d8'''}}
|Consumes {{resource|ki|3}}
| style="text-align:left;" |
Must be {{Cond|invisible}} or {{Cond|Hiding}}.
|-
|{{nowrap|{{SAI|Lifedrinker}}}}
|Level 12<br>{{Class|Warlock}}
|{{DamageColor|Necrotic|'''Charisma modifier'''}}
|None
| style="text-align:left;" |
Applies to all melee weapon attacks.
|-
|}
 
<references>
<ref name="once-per-turn">If you attack outside of turn-based mode (for example, when initiating combat), the once-per-turn limitation is ignored.</ref>
<ref name="ci">{{SAI|Combat Inspiration}} currently has a bug that may prevent reapplying the buff after it has been used. Refer to [[Combat Inspiration#Notes|Notes]] for details.</ref>
</references>
 
=== DRS effects from weapons ===
This is a list of weapons that can get bonus '''attached''' '''damage rider sources''' with ordinary attacks. Since these damage instances are attached to a weapon attack, they will be boosted by applicable '''damage riders'''.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''attached''' '''damage rider sources''' on ordinary weapon attacks
!Source
!Damage Bonus
! Conditions
|-
|{{RarityItem|Assassin's Touch}}
|{{DamageText|1d4|Necrotic}}
|Target is {{Cond|Knocked Out}} or {{Cond|Sleeping}}
|-
|{{RarityItem|Deep Delver}}
|{{DamageText|1d4|Piercing}}
|Target is '''Shattered'''. Deep Delver inflicts '''Shattered''' on hit.
|-
|{{RarityItem|Dragon's Grasp}}
|{{DamageText|1d4|Slashing}}
|Target is {{Cond|Burning}}
|-
|{{RarityItem|Exterminator's Axe}}
|{{DamageText|1d6|Fire}}
|Target is a plant, Myconid, or is size small or less
|-
|{{RarityItem|Firestoker}}
|{{DamageText|1d4|Piercing}}
| Target is {{Cond|Burning}}
|-
|{{RarityItem|Shortsword of First Blood}}
|{{DamageText|1d8|Piercing}}
| Target must have 100% {{Hp}}
|-
|{{RarityItem|Blooded Greataxe}}
|{{DamageText|1d4|Slashing}}
|Wielder has 50% {{Hp}} or less
|-
|{{RarityItem|Rat Bat}}
|{{DamageText|1d6|Piercing}}
|Unlisted effect; always applies
|-
|{{RarityItem|Render of Mind and Body}}
|{{DamageText|1d8|Psychic}}
|Attack with {{Advantage}}
|-
|{{RarityItem|Sword of Life Stealing}}
|{{DamageText|10|Necrotic}}
|Attack is a [[Critical hit]]
|-
|{{RarityItem|Crimson Mischief}}
|{{DamageText|7|Piercing}} damage.
|Attack with {{Advantage}} while equipped in the main hand
|-
|{{RarityItem|Duellist's Prerogative}}
|[[Proficiency Bonus]] {{DamageType|Necrotic}}
|Requires and consumes a [[Reaction (Resource)|reaction]]; only applies while equipped in the main hand
|}This is a list of weapons that can trigger bonus '''detached''' '''damage rider sources''' with ordinary attacks. Weapon attack related '''damage riders''' will not apply to these extra damage instances since they are not directly attached to a weapon attack. Only the '''universal''' '''damage riders''' will apply.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''detached''' '''damage rider''' '''sources''' from ordinary weapon attacks
!Source
!Damage Bonus
!Notes
|-
|{{RarityItem|Loviatar's Scourge|alias=Loviatar's Scourge: Willing Whip}}
|{{DamageText|1d6|Necrotic}}
|Hits everything in a '''2m''' radius including the wielder
|-
|{{RarityItem|Punch-Drunk Bastard}}
|{{DamageText|1d4|Thunder}}
|Must be {{Cond|Alcohol|drunk}}. Hits everything in a '''3m''' radius excluding the wielder.
|-
|{{RarityItem|Nyrulna|alias=Nyrulna: Zephyr Connection}}
|{{DamageText|3d4|Thunder}}
|Must be thrown. Hits everything in a '''6m''' radius including the wielder.
|}
 
=== DRS effects from weapon actions ===
This is a list of '''damage rider sources''' from special [[Weapon actions]]. These sources are inherently more limited by nature of being once-per-short-rest actions.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''damage rider sources''' from once-per-short-rest Weapon Actions
!Source
 
!Damage Bonus
!Notes
|-
|{{SAI|Prepared (Condition)}}
| Strength modifier {{DamageType|Slashing}}
|Bonus applies to all melee attacks for the rest of the turn, including melee spells
|-
|{{RarityItem|Hoppy|alias=Hoppy: Revitalising Strike}}
|[[Proficiency Bonus]] {{DamageType|Necrotic}}
|Also heals you {{DamageText|1d6|Healing}}
|-
|{{RarityItem|Very Heavy Greataxe|alias=Very Heavy Greataxe: Gargantuan Cleave}}
|{{DamageText|1d6|Slashing}}
|Hits up to 3 targets like a normal cleave but inflicts {{cond|Off Balance}} on the wielder
|-
|{{RarityItem|Soulbreaker Greatsword|alias=Soulbreaker Greatsword: Soulbreaker}}
|{{DamageText|4|Psychic}}
|Can also {{SmIconLink|Stunned Condition Icon.webp|Stunned (Condition)|Stun}} the target (Constitution saving throw)
|-
|{{RarityItem|Silver Sword of the Astral Plane|alias=Silver Sword of the Astral Plane: Soulbreaker}}
|{{DamageText|4|Psychic}}
|Can also {{SmIconLink|Stunned Condition Icon.webp|Stunned (Condition)|Stun}} the target (Constitution saving throw)
|-
|{{RarityItem|Moonlight Glaive|alias=Moonlight Glaive: Moonlight Butterflies}}
|
|
|-
|{{RarityItem|Justiciar's Scimitar|alias=Justiciar's Scimitar: Shadowsoaked Blow}}
|
|
|-
|{{RarityItem|The Undead Bane|alias=The Undead Bane: Profane Scourge}}
|
|
|-
|{{RarityItem|Hellfire Greataxe|alias=Hellfire Greataxe: Hellflame Cleave}}
|
|
|-
|{{RarityItem|The Sacred Star|alias=The Sacred Star: Dawnburst Strike}}
|[[Proficiency Bonus]] {{DamageType|Radiant}}
|
|-
|{{RarityItem|Balduran's Giantslayer|alias=Balduran's Giantslayer: Topple the Big Folk}}
|{{DamageText|2d6|Slashing}}
|Target must have size Large or greater. Also adds your [[Proficiency Bonus]] to the base attack damage
|-
|}
 
=== DRS effects for spells ===
There are a limited number of '''DRS''' effects that work with spells or cantrips, particularly '''attached''' effects. However, many spells have built in ways of dealing multiple damage instances. For example:
* Multi-hit spells like {{SAI|Magic Missile}} or {{SAI|Scorching Ray}} deal separate damage instances for each projectile.
* Spells with multiple damage types like {{SAI|Ice Knife}} or {{SAI|Flame Strike}} deal separate damage instances for each damage type.
 
Below is a list of '''attached''' '''DRS''' effects that work with spells.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''attached''' '''damage rider sources''' that work with spells
!Source
!Damage Bonus
!Notes
|-
|{{nowrap|{{SAI|Phalar Aluve: Shriek}}}}
|{{DamageText|1d4|Thunder}}
|As mentioned previously, Shriek damage activates universally on any damage instance.
|-
|{{nowrap|{{SAI|Prepare}}}}
|Strength modifier {{nowrap|{{DamageType|Slashing}}}}
|This works with all melee attacks, which includes melee attack roll spells like {{SAI|Shocking Grasp}}. The {{RarityItem|Daredevil Gloves}} can turn any ranged attack roll spell into a melee one.
|-
|{{nowrap|{{RarityItem|Craterflesh Gloves}}
|{{DamageText|1d6|Force}}
|Requires landing a critical hit, so it only works with attack roll spells.
|-
|{{nowrap|{{RarityItem|The Blast Pendant}}}}
|{{DamageType|Lightning}} damage equal to {{nowrap|{{Cond|Lightning Charges}}}}
|Once per long rest, consume {{Cond|Lightning Charges}} to add an additional {{DamageType|Lightning}} damage instance to a Lightning spell.
|-
|{{nowrap|{{RarityItem|Ilmater's Aid}}}}
|{{DamageText|1d4|Force}}
|Applies to any leveled spell. Wearer has less than 50% HP. This item hasn't be available in-game since Early Access.
|}
In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4.
 
Below is a list of '''DRS''' effects that work with spells, but create '''detached''' damage instances.
Again, the only way to boost these damage instances is with the '''universal damage riders'''.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Extra '''detached''' '''damage rider sources''' that work with spells
!Source
!Damage Bonus
!Notes
|-
|{{nowrap|{{RarityItem|Amulet of Elemental Torment}}}}
|{{DamageText|1d4|Fire}} or {{DamageText|1d4|Acid}}
|The wearer must be standing in a [[Fire Surface]] or in [[Caustic Brine]]. Spell damage will inflict {{Cond|Burning}} or {{Cond|Caustic Brine}} respectively which will immediately apply the first tick of '''1d4''' damage.
|-
|{{nowrap|{{Cond|Gaping Wounds}}}}
|{{DamageText|2|Piercing}}
|Does not work with spells or abilities that use a {{Saving throw}} rather than an {{Attack roll}}.
|}
 
== Glossary ==
There is not necessarily any community consensus regarding the following terms and they may only make sense within the context of this article.
 
* '''Attached''': A damage instance attached to an attack or spell in the damage log.
* '''Damage rider''': A damage bonus implemented with <code>DamageBonus()</code>. These bonuses can potentially apply many times in a single attack since they boost each independent damage instance.
* '''Damage rider source''': A damage bonus implemented with <code>DealDamage()</code>. These bonuses create an independent damage instance instead of adding damage to an existing instance.
* '''Detached''': A damage instance not grouped with the triggering attack or spell in the damage log.
* '''DRS''': See '''damage rider source'''
* '''Universal damage rider''': A '''damage rider''' that doesn't have conditions like <code>IsSpell()</code> and can boost even '''detached''' damage instances.
* '''Weapon rider''': A damage bonus implemented with <code>WeaponDamage()</code> or similar functions. These bonuses are well-behaved and will only ever apply once per attack.

Latest revision as of 05:56, 19 November 2023

Damage Mechanics[edit | edit source]

Overview[edit | edit source]

Under the hood, superficially similar damage bonuses can be implemented in very different ways. For example, the Callous Glow Ring and the Caustic Band are both rings that give 2 bonus damage. However, their damage bonuses are implemented using two different functions and wind up behaving quite differently. Understanding how these different functions work will help explain the oftentimes unintuitive damage mechanics in Baldur's Gate 3.

Below is a breakdown of the different functions used to apply damage bonus effects.

Function Term Comment Example
WeaponDamage() Weapon rider The basic, well-behaved damage bonuses are implemented with this function. The bonus will apply to only the triggering attack and nothing else. 2Damage TypesAcid from Caustic Band
CharacterWeaponDamage()
CharacterUnarmedDamage()
DamageBonus() Damage rider Damage bonuses using this function will add their damage to each independent damage instance. When combined with effects that use DealDamage(), a single attack can create numerous independent damage instances so DamageBonus() effects can potentially apply their damage many times per attack. 2Damage TypesRadiant from Callous Glow Ring
DealDamage() Damage rider source (DRS) This function is used by all damaging attacks, spells, and conditions to deal their damage, but some damage bonuses also use it. DealDamage() creates a separate damage instance that can be independently boosted by applicable DamageBonus() sources. In certain scenarios, DRS effects can trigger each other, creating far more damage instances than might be expected. 1d8Damage TypesPhysical from Colossus Slayer Colossus Slayer

The interaction between the different types of damage bonuses can be summarized as follows:

  • Weapon rider bonuses do exactly what they say -- nothing more, nothing less.
  • The effect of damage riders is multiplicative with the number of independent damage instances. An attack with 2 extra damage instances from damage rider source effects will apply any damage riders 3 times.
  • The number of damage instances can grow exponentially with the number of damage rider sources. For example, if you Sneak Attack Sneak Attack a Burning Burning target with the Firestoker, you will create 4 independent damage instances: the base attack, the sneak attack, Burned Alive triggered by the base attack, and Burned Alive triggered by the sneak attack. If you add Phalar Aluve: Shriek Phalar Aluve: Shriek, this will increase to 8 DRS instances since Shriek will be triggered by each of the 4 preceding instances.

Weapon riders[edit | edit source]

This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else. One weapon attack will apply each weapon rider exactly once. Unlike the two other classes of damage boosts, they are very well-behaved and won't interact with other damage boosts to produce unexpected results.

Weapon riders are far too numerous it exhaustively list. Instead, here is a small sample of damage boosts of this category:

  • +10 damage from Great Weapon Master
  • Bonus damage from Arcane Synergy Arcane Synergy
  • 1d4Damage TypesFire damage from a fire-dipped weapon

If a damage boost is not listed in one of the sections below, assume that it is a weapon rider by default.

Damage riders[edit | edit source]

Unlike weapon riders, damage riders can "ride" on damage sources other than weapon or unarmed damage. This makes them more flexible and potentially abusable than basic weapon riders. In particular, when combined with one or more damage rider source effects, a damage rider can potentially apply multiple times to a single attack, effectively multiplying their provided damage bonus.

This is a comprehensive list of all the damage riders in the game which can be acquired by the player. There are other damage riders exclusive to certain enemies or attached to items not available in the game (outside of cheats). These effects are excluded from the list below.

If a damage type is not specified, the damage bonus will inherit the type from whatever damage source it is applied to.

Damage riders
Source Damage Bonus Conditions
Rhapsody[1] 1, 2, or 3 Kill 3 creatures with the weapon to unlock the max bonus; resets each Long Rest
Arcane Charge Arcane Charge[1] Proficiency Bonus Target is threatened
Callous Glow Ring[1] 2Damage TypesRadiant Target is illuminated (i.e. not Obscured)
Lightning Charges Lightning Charges[1] 1Damage TypesLightning Have at least 1 Lightning Charge
Vampire Ascendant Vampire Ascendant[1] 1d10Damage TypesNecrotic Available only to Astarion after ascending at the end of The Pale Elf
Spellmight Gloves 1d8 Spell with an attack roll[2]
Agonising Blast Agonising Blast Charisma modifier Damage TypesForce Eldritch Blast Eldritch Blast
Empowered Evocation Empowered Evocation Intelligence modifier Evocation spell
Potent Spellcasting Potent Spellcasting Wisdom modifier Cleric cantrip
Potent Robe Charisma modifier Any cantrip
Necklace of Elemental Augmentation Spellcasting Ability Modifier Elemental cantrip
Elemental Affinity: Damage Elemental Affinity: Damage Charisma modifier Spell/cantrip whose elemental type corresponds to the chosen draconic ancestry
Ring of Absolute Force 1Damage TypesThunder Applies only to Damage TypesThunder damage
Mourning Frost 1Damage TypesCold Applies only to Damage TypesCold damage
Armour of the Sporekeeper 1Damage TypesNecrotic Applies only to Damage TypesNecrotic damage
Poisoner's Robe 1d4Damage TypesPoison Damage TypesPoison spell
Heat Convergence Heat Convergence Number of Heat charges Requires and consumes Heat charges, applies only to Damage TypesFire damage
Markoheshkir Proficiency Bonus Elemental spell damage with the corresponding variant of Kereska's Favour active
Bestow Curse: Additional Damage Bestow Curse: Additional Damage 1d8Damage TypesNecrotic Spellcaster attacks Curse target
Hex Hex 1d6Damage TypesNecrotic Spellcaster attacks Hex target
Psionic Overload Psionic Overload 1d4Damage TypesPsychic Attack while Overloaded With Synaptic Power is active
Boots of Psionic Movement 1d4Damage TypesPsychic Next melee attack after flying flying as a Githyanki
Ring of Elemental Infusion 1d4 elemental Next weapon attack after using an elemental spell/cantrip
Cloak of Elemental Absorption 1d4 elemental Next weapon attack after using Absorb Elements
Shadow-Cloaked Ring 1d4 Unarmed attack[3]
Dolor Amarus 7 Critical Hit[4]
Vicious Battleaxe 7 Critical Hit[4]
Harmonic Dueller Charisma modifier Melee attack while Mellow Harmony is active
Titanstring Bow Strength modifier Ranged weapon attack
Scabby Pugilist Circlet 2 Unarmed or weapon attack with 2+ enemies within 3m
The Undead Bane 1d6Damage TypesSlashing Melee attack against a Fiend or Undead
Hammer of the Just 1d6Damage TypesBludgeoning Melee attack against a Fiend or Undead
  1. 1.0 1.1 1.2 1.3 1.4 These damage riders are universal (see below).
  2. Prior to Patch 4, this worked with any direct damage spell. More testing is needed to see what it works with after Patch 4.
  3. The Shadow-Cloaked Ring boosts both weapon and unarmed damage, but weapon damage is boosted using CharacterWeaponDamage().
  4. 4.0 4.1 The damage bonus applies to any Critical Hit, not just those made with this weapon.

The top 5 damage riders in the above list are universal. They will apply to any damage instance, even ones detached from a spell or attack. All the other damage riders involve conditions like IsSpell() or IsMeleeAttack() so any damage instance that is not a part of a spell or weapon attack cannot be boosted by these non-universal damage riders. Status effect damage like Simple Toxin Simple Toxin is an example of damage detached from any attack or spell that can only be boosted by universal damage riders. See below for a more detailed discussion of detached damage instances.

Damage rider sources[edit | edit source]

Damage bonus implemented with DealDamage() (i.e. Damage rider sources) are the underlying cause for much of the unintuitive damage mechanics in Baldur's Gate 3.

All attacks or damaging spells are implemented using DealDamage(), so any damage bonus implemented using that same function will behave somewhat like an independent attack or spell. Importantly, this means that damage rider sources can potentially trigger each other causing an exponential explosion in the number of damage instances (with the right combination of DRS effects). As previously stated, adding DRS effects to an attack will also multiple the effectiveness of damage riders.

Exponential behavior when combining DRS effects[edit | edit source]

Attached vs detached instances[edit | edit source]

There are two sub-categories of DRS effects that determine how they interact with damage riders: attached and detached.

  • A DRS effect attached to an attack or spell will be grouped and indented under a heading like "X used Main Hand Attack" or "X cast Fire Ball". Most DRS effects will be attached to the triggering attack.
  • A detached instance will appear separately in the damage log, not grouped with the triggering attack. DRS effects wind up detached because they call DealDamage() indirectly. For example:
    • When standing in a Burning surface, the Amulet of Elemental Torment will effectively add a 1d4Damage TypesFire DRS. The amulet's effect doesn't call DealDamage() directly, but instead calls ApplyStatus(BURNING). On application, the Burning Burning status effect calls DealDamage() immediately.
    • To apply its 1d4Damage TypesThunder damage, the Punch-Drunk Bastard calls CreateExplosion() which then calls DealDamage().

The practical difference between attached and detached DRS sources is that some damage rider effects will not apply to detached sources. For example, the 1d4Damage TypesFire damage instance from the Amulet of Elemental Torment is detached from the spell cast and thus will not get boosted by damage riders like the Potent Robe or Elemental Affinity: Damage which explicitly apply only to spell/cantrip attacks. It will, however, be boosted by more universal damage riders like Arcane Charge.

DRS effects from class features[edit | edit source]

This is a list of class features that provide additional damage rider sources to attacks or spells.

Extra damage rider sources from class features
Feature Class Damage Bonus Limitation Notes
Sneak Attack Sneak Attack Level 1
Rogue Rogue
1d6 to 6d6 Once per turn[1]

Sneak Attack will only create a separate damage instance when triggered as an automatic reaction. The damage type is inherited from the weapon.

Divine Smite Divine Smite Level 2
Paladin Paladin
2d8 to 5d8 Consumes spell slots

Also applies to all other Smite variants.

Combat Inspiration Combat Inspiration[2] Level 3
College of Valour College of Valour
1d6, 1d8, or 1d10 Consumes Bardic Inspiration Charge

Bard must apply the buff to another character. The damage type is inherited from the weapon.

Colossus Slayer Colossus Slayer Level 3
Hunter Hunter
1d8 Once per turn[1]

Target must already be damaged. The damage type is inherited from the weapon.

Heart of the Storm Heart of the Storm Level 6
Storm Sorcery Storm Sorcery
(Sorcerer level)/2
or
(Sorcerer level)/2
Leveled spells only

Applies in a  Range: 6 m / 20 ft radius around you when you cast a leveled Damage TypesLightning or Damage TypesThunder damage spell. This damage instance is detached from the spell.

Recastable spells like Call Lightning Call Lightning do not count as leveled spells when recasted for free.

Divine Strike Divine Strike Level 8
Cleric Cleric
1d8 Once per turn[1]

Damage type depends on the Cleric domain. The 1d8Damage TypesPhysical variant from War Domain War Domain must be triggered as a reaction to deal a separate damage instance. All other variants create a separate instance no matter how they are triggered.

Shadow Strike Shadow Strike Level 11
Way of Shadow Way of Shadow
3d8 Consumes 3Ki Points

Must be Invisible Invisible or Hiding Hiding.

Lifedrinker Lifedrinker Level 12
Warlock Warlock
Charisma modifier None

Applies to all melee weapon attacks.

  1. 1.0 1.1 1.2 If you attack outside of turn-based mode (for example, when initiating combat), the once-per-turn limitation is ignored.
  2. Combat Inspiration Combat Inspiration currently has a bug that may prevent reapplying the buff after it has been used. Refer to Notes for details.

DRS effects from weapons[edit | edit source]

This is a list of weapons that can get bonus attached damage rider sources with ordinary attacks. Since these damage instances are attached to a weapon attack, they will be boosted by applicable damage riders.

Extra attached damage rider sources on ordinary weapon attacks
Source Damage Bonus Conditions
Assassin's Touch 1d4Damage TypesNecrotic Target is Knocked Out Knocked Out or Sleeping Sleeping
Deep Delver 1d4Damage TypesPiercing Target is Shattered. Deep Delver inflicts Shattered on hit.
Dragon's Grasp 1d4Damage TypesSlashing Target is Burning Burning
Exterminator's Axe 1d6Damage TypesFire Target is a plant, Myconid, or is size small or less
Firestoker 1d4Damage TypesPiercing Target is Burning Burning
Shortsword of First Blood 1d8Damage TypesPiercing Target must have 100% HP Icon.png hit points
Blooded Greataxe 1d4Damage TypesSlashing Wielder has 50% HP Icon.png hit points or less
Rat Bat 1d6Damage TypesPiercing Unlisted effect; always applies
Render of Mind and Body 1d8Damage TypesPsychic Attack with Advantage Icon.png Advantage
Sword of Life Stealing 10Damage TypesNecrotic Attack is a Critical hit
Crimson Mischief 7Damage TypesPiercing damage. Attack with Advantage Icon.png Advantage while equipped in the main hand
Duellist's Prerogative Proficiency Bonus Damage TypesNecrotic Requires and consumes a reaction; only applies while equipped in the main hand
This is a list of weapons that can trigger bonus detached damage rider sources with ordinary attacks. Weapon attack related damage riders will not apply to these extra damage instances since they are not directly attached to a weapon attack. Only the universal damage riders will apply.
Extra detached damage rider sources from ordinary weapon attacks
Source Damage Bonus Notes
Loviatar's Scourge: Willing Whip 1d6Damage TypesNecrotic Hits everything in a 2m radius including the wielder
Punch-Drunk Bastard 1d4Damage TypesThunder Must be drunk drunk. Hits everything in a 3m radius excluding the wielder.
Nyrulna: Zephyr Connection 3d4Damage TypesThunder Must be thrown. Hits everything in a 6m radius including the wielder.

DRS effects from weapon actions[edit | edit source]

This is a list of damage rider sources from special Weapon actions. These sources are inherently more limited by nature of being once-per-short-rest actions.

Extra damage rider sources from once-per-short-rest Weapon Actions
Source Damage Bonus Notes
Prepared (Condition) Prepared (Condition) Strength modifier Damage TypesSlashing Bonus applies to all melee attacks for the rest of the turn, including melee spells
Hoppy: Revitalising Strike Proficiency Bonus Damage TypesNecrotic Also heals you 1d6hit points
Very Heavy Greataxe: Gargantuan Cleave 1d6Damage TypesSlashing Hits up to 3 targets like a normal cleave but inflicts Off Balance Off Balance on the wielder
Soulbreaker Greatsword: Soulbreaker 4Damage TypesPsychic Can also Stun Stun the target (Constitution saving throw)
Silver Sword of the Astral Plane: Soulbreaker 4Damage TypesPsychic Can also Stun Stun the target (Constitution saving throw)
Moonlight Glaive: Moonlight Butterflies
Justiciar's Scimitar: Shadowsoaked Blow
The Undead Bane: Profane Scourge
Hellfire Greataxe: Hellflame Cleave
The Sacred Star: Dawnburst Strike Proficiency Bonus Damage TypesRadiant
Balduran's Giantslayer: Topple the Big Folk 2d6Damage TypesSlashing Target must have size Large or greater. Also adds your Proficiency Bonus to the base attack damage

DRS effects for spells[edit | edit source]

There are a limited number of DRS effects that work with spells or cantrips, particularly attached effects. However, many spells have built in ways of dealing multiple damage instances. For example:

Below is a list of attached DRS effects that work with spells.

Extra attached damage rider sources that work with spells
Source Damage Bonus Notes
Phalar Aluve: Shriek Phalar Aluve: Shriek 1d4Damage TypesThunder As mentioned previously, Shriek damage activates universally on any damage instance.
Prepare Prepare Strength modifier Damage TypesSlashing This works with all melee attacks, which includes melee attack roll spells like Shocking Grasp Shocking Grasp. The Daredevil Gloves can turn any ranged attack roll spell into a melee one.
Craterflesh Gloves 1d6Damage TypesForce Requires landing a critical hit, so it only works with attack roll spells.
The Blast Pendant Damage TypesLightning damage equal to Lightning Charges Lightning Charges Once per long rest, consume Lightning Charges Lightning Charges to add an additional Damage TypesLightning damage instance to a Lightning spell.
Ilmater's Aid 1d4Damage TypesForce Applies to any leveled spell. Wearer has less than 50% HP. This item hasn't be available in-game since Early Access.

In Patch 3, Sneak Attack Sneak Attack could apply to attack roll spells, but this was changed in Patch 4.

Below is a list of DRS effects that work with spells, but create detached damage instances. Again, the only way to boost these damage instances is with the universal damage riders.

Extra detached damage rider sources that work with spells
Source Damage Bonus Notes
Amulet of Elemental Torment 1d4Damage TypesFire or 1d4Damage TypesAcid The wearer must be standing in a Fire Surface or in Caustic Brine. Spell damage will inflict Burning Burning or Caustic Brine Caustic Brine respectively which will immediately apply the first tick of 1d4 damage.
Gaping Wounds Gaping Wounds 2Damage TypesPiercing Does not work with spells or abilities that use a Saving throw rather than an Attack roll.

Glossary[edit | edit source]

There is not necessarily any community consensus regarding the following terms and they may only make sense within the context of this article.

  • Attached: A damage instance attached to an attack or spell in the damage log.
  • Damage rider: A damage bonus implemented with DamageBonus(). These bonuses can potentially apply many times in a single attack since they boost each independent damage instance.
  • Damage rider source: A damage bonus implemented with DealDamage(). These bonuses create an independent damage instance instead of adding damage to an existing instance.
  • Detached: A damage instance not grouped with the triggering attack or spell in the damage log.
  • DRS: See damage rider source
  • Universal damage rider: A damage rider that doesn't have conditions like IsSpell() and can boost even detached damage instances.
  • Weapon rider: A damage bonus implemented with WeaponDamage() or similar functions. These bonuses are well-behaved and will only ever apply once per attack.