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Enchantment: Difference between revisions

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'''Armour enchantments''' increase the base {{ArmourClass}} of armour by an amount equal to the enchantment value. For example, a mundane [[Leather Armour]] has a base Armour Class of 11. A [[Leather Armour +1]] increases that base Armour Class to 12.
'''Armour enchantments''' increase the base {{ArmourClass}} of armour by an amount equal to the enchantment value. For example, a mundane [[Leather Armour]] has a base Armour Class of 11. A [[Leather Armour +1]] increases that base Armour Class to 12.


In addition, +1 enchanted armour has an extra passive effect depending on their type, while +2 enchanted armour gains another extra passive effect.
In addition, +1 enchanted armour has an extra passive effect depending on their type, while +2 enchanted armour gains a second passive effect.


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Latest revision as of 13:20, 5 November 2023

For the school of magic, see Enchantment (school). For the Wizard subclass, see Enchantment School.

An enchantment is a property of powerful magical Weapons and Armour that increases their base effectiveness in battle. Enchantment values range from +1 to +5.

An item with an enchantment value is always at least Uncommon rarity. Some magical weapons and armour pieces - particularly those with names and histories - have an enchantment value in addition to a variety of possible item-specific properties.

Weapon enchantments[edit | edit source]

Weapon enchantments add a bonus to Attack Rolls and Damage Rolls equal to the enchantment value.

For example, a mundane Shortsword deals a base damage of 1d6 (1~6)Damage TypesPiercing. A Shortsword +1 increases that base damage to 1d6+1 (2~7)Damage TypesPiercing.

Armour enchantments[edit | edit source]

Armour enchantments increase the base Armour Class Armour Class of armour by an amount equal to the enchantment value. For example, a mundane Leather Armour has a base Armour Class of 11. A Leather Armour +1 increases that base Armour Class to 12.

In addition, +1 enchanted armour has an extra passive effect depending on their type, while +2 enchanted armour gains a second passive effect.

Armour type Base AC +1 effect +2 effect
Leather Armour 11 + DEX +1 to Stealth checks +1 to Dexterity saves and checks
Padded Armour 11 + DEX Take 1 less Damage TypesBludgeoning damage Take 1 less Bludgeoning damage (2 total)
Studded Leather Armour 12 + DEX Take 1 less Damage TypesBludgeoning damage +1 to Initiative Initiative
Hide Armour 12 + DEX (max 2) +1 to Dexterity saves and checks +1 to Initiative Initiative
Chain Shirt 13 + DEX (max 2) Take 1 less Damage TypesSlashing damage +1 to Dexterity saves and checks
Breastplate 14 + DEX (max 2) Take 1 less Damage TypesPiercing damage +1 to Dexterity saves and checks
Scale Mail 14 + DEX (max 2) Take 1 less Damage TypesSlashing damage +1 to Initiative Initiative
Ring Mail Armour 14 +1 to Strength saves and checks Take 1 less Damage TypesSlashing damage
Chain Mail 16 Take 1 less Damage TypesSlashing damage Take 1 less Damage TypesSlashing damage (2 total)
Splint Armour 17 Take 1 less Damage TypesPiercing damage +1 to Strength saves and checks
Plate Armour 18 Take 1 less physical damage[1] Take 1 less physical damage[1] (2 total)
  1. 1.0 1.1 1 less Damage TypesSlashing, Damage TypesBludgeoning, and Damage TypesPiercing damage