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== Actions ==
{{PageSeo
|title = Gameplay mechanics
|description = Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics.
}}


* Action
'''Baldur's Gate 3''' is a turn-based adventure with a wide variety of '''gameplay mechanics'''. Understanding the core mechanics can help the players navigate the challenging world of Baldurs Gate 3.
* Bonus Action
* Reaction


== Feats ==
This page will give a general overview over the most important aspects, to understand certain nuances, reading linked articles might be required.
Every section has a dedicated wiki page with further information.


* Ability Score Increase
== Difficulty ==
** Increase one [[Abilities Scores|Ability]] by 2, or two [[Abilities Scores|Abilities]] by 1. You can't increase an Ability above 20 using this feature.
There are five difficulty settings, or modes: the preset Explorer, Balanced, Tactician and Honour modes – as well Custom mode, which lets the player tweak various gameplay elements.
<gallery mode="packed" heights="260px">
Explorer Difficulty.webp|Explorer mode
Balanced Difficulty.webp|Balanced mode
Tactician Difficulty.webp|Tactician mode
Honour Difficulty.webp|Honour mode
Custom Difficulty.webp|Custom mode
</gallery>
{{hatnote|Main article: [[Difficulty]].}}


* Athlete
== Combat mechanics ==
** Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. When you are [[Prone]], standing up uses less movement.
The combat mechanics in Baldurs Gate 3 evolve around each character and enemy taking ''turns'', based on their initiative roll at the start of combat, reminiscent of Dungeons & Dragons 5th Edition.


* Defensive Duelist
=== Turn-based System ===
** When you are attacked with a melee attack, you use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a [[Finesse Weapon]] with which you are Proficient.
A ''turn'' is the most basic unit of time in ''Baldur's Gate 3'' gameplay. During combat, each creature takes a turn, usually in sequential order.  When all creatures have taken their turns, a ''round'' has passed.


* Dual Wielder
When two or more allied creatures are in close proximity to each other and would have otherwise taken their turn immediately after each other, they can usually take their turns at the same time.
** Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't [[Light|light]].


* Great Weapon Master
While turns are primarily featured in combat, a turn-based mode is also available outside of combat, and automatically turns on in certain scenarios, such as when certain traps are activated.
** When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]].
{{hatnote|Main article: [[Turn-based mode]].}}


* Heavily Armored (Requires Proficiency with Medium Armor)
==== Turn order ====
** Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]] and increase your [[Strength]] by 1, to a maximum of 20.
The order in which creatures take their turn (the ''turn order'') is decided by rolling for [[Initiative|initiative]], which is a {{InfoBlob|1d4 + Dex mod}} roll.
{{hatnote|Main article: [[Initiative]].}}


* Lightly Armored
Adjacent creatures in the turn order they share their turn order position and can act interchangeably. For this matter, creatures who are summoned by the player but not controlled by the player, such as the ghouls from the [[Necromancy of Thay]], are not considered to be on the player's side.
** Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]] and increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
: The maximum group size for a shared turn order position is 10 creatures.


* Magic Initiate: Cleric
If a creature that is attacked is unaware of their attackers at the start of combat, the first round of combat is declared a ''surprise round'', during which only the attackers may take actions.
** Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
{{hatnote|Main article: [[Surprised (Condition)|Surprised]].}}


* Magic Initiate: Druid
==== Action economy ====
** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
Most creatures are able to take one {{SmallIcon|Action Icon.png}} Action, one {{SmallIcon|Bonus Action Icon.png}} Bonus Action and one {{SmallIcon|Reaction Icon.png}} Reaction per turn, but some equipment and class features give additional or free actions.
{{hatnote|Main article: [[Actions]].}}
{{hatnote|See also: [[Attacks]].}}
Actions, bonus actions and reactions are also represented as [[Resources|resources]] that are replenished at the start of a creature's turn. For example, when a creature takes an action, their action resource is used.


* Magic Initiate: Sorcerer
==== Resources ====
** Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
Most actions require the acting creature to expend one or more resources, usually at least one of the three common resources associated with actions:
{{resource list start}}
{{resource list item
| name = {{SmallIcon|Action Icon.png}} Action
| recharge = turn
| charges = 1
| type = action
| description = Primary combat resource}}
{{resource list item
| name = {{SmallIcon|Bonus Action Icon.png}}  Bonus action
| recharge = turn
| charges = 1
| type = bonus action
| description = Secondary combat resource}}
{{resource list item
| name = {{SmallIcon|Reaction Icon.png}} Reaction
| recharge = turn
| charges = 1
| type = reaction
| description = Used to take reactions}}
{{resource list end}}<br>{{hatnote|Main article: [[Resources]].}}<br/>


* Magic Initiate: Warlock
=== Dice Rolls ===
** Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].


* Magic Initiate: Wizard
Dice rolls are a central game mechanic to determine the outcome of variety of situations, such as whether a character will succeed at using a particular skill, or if an attack will land and how much damage it will do.
** Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]].
The base dice are as follows:
{{hlist|
* {{DieIcon|d4|Force}} d4
* {{DieIcon|d6|Radiant}} d6
* {{DieIcon|d8|Cold}} d8
* {{DieIcon|d10|Poison}} d10
* {{DieIcon|d12|Psychic}} d12
* {{D20}}}}
Additional modifiers can be applied, which are either bonuses which add to the result, or penalties which are subtracted from it.
{{hatnote|Main article: [[Dice rolls]].}}


* Martial Adept
==== Advantage ====
** Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
{{Advantage}} and {{Disadvantage}} only apply to {{D20}} rolls for [[Attack Roll]]s, [[Saving Throw]]s, and [[Ability Check]], but never to [[Damage Roll]], greatly affect the outcome of dice rolls.  
{{hatnote|Main article: [[Advantage]].}}


* Mobile
=== Attacks ===
** Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.
Attacks are attempts by a [[creatures|creature]] at hitting a target, usually with a [[Weapon|weapon]] or a [[Spells|spell]]. The outcome of an attempted attack is determined by making an ''attack roll'' against the target's [[Armour Class|AC]]. If successful, the attack may deal [[damage]] and/or inflict a [[conditions|condition]].
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus}}'''</div>
{{hatnote|Main article: [[Attacks]].}}


* Moderately Armored (Requires Proficiency with Light Armor)
==== Critical Hit ====
** You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and shields, and your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.
Critical hits occur when a creature [[Dice roll|rolls a natural 20]] on an [[attack roll]]. While initially a mechanic subject purely to the whims of luck, a number of features, abilities, and items allow the player to manipulate the odds of scoring a critical hit.
{{hatnote|Main article: [[Critical hit]].}}


* Shield Master
== NPCs ==
** Gain a +2 bonus to Dexterity Saving Throws when wielding a [[Shield|shield]].
Non-player characters are characters not controlled by the player. They have pre-determined behaviours and defined [[ability score]]s, [[class action]]s, and inventories.
NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive, such as Traders and Bosses.
{{hatnote|Main article: [[Non-player characters]].}}


* Skilled
== Player Character ==
** You gain Proficiency in 3 [[Character Creation#Skills|Skills]] of your choice.
When starting the game, the player is prompted to create their own character. The character can be fully customized or be choosen from the [[Origin]] characters.
{{hatnote|Main article: [[Character creation]].}}


* Tough
=== Classes ===
** Hit point maximum increased by 2 for each level.
A character's class in Baldur's Gate 3 is one of their primary defining features. Each class represents a different calling, and each offers a number of unique abilities, powers, and skills that influence how that character interacts with the world.
<center>
<gallery widths="130px" perrow="6" mode="nolines">
Class Barbarian Badge Icon.png|[[Barbarian]]|link=Barbarian
Class Bard Badge Icon.png|[[Bard]]|link=Bard
Class Cleric Badge Icon.png|[[Cleric]]|link=Cleric
Class Druid Badge Icon.png|[[Druid]]|link=Druid
Class Fighter Badge Icon.png|[[Fighter]]|link=Fighter
Class Monk Badge Icon.png|[[Monk]]|link=Monk
Class Paladin Badge Icon.png|[[Paladin]]|link=Paladin
Class Ranger Badge Icon.png|[[Ranger]]|link=Ranger
Class Rogue Badge Icon.png|[[Rogue]]|link=Rogue
Class Sorcerer Badge Icon.png|[[Sorcerer]]|link=Sorcerer
Class Warlock Badge Icon.png|[[Warlock]]|link=Warlock
Class Wizard Badge Icon.png|[[Wizard]]|link=Wizard
</gallery></center>


* Weapon Master
Player characters and all companions also have a [[Background|background]], [[Race|race]] and can use [[Equipment|equipment]]. Having levels in a class allows access to ''class features'', which are the features that set classes apart from each other.  
** Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20, and gain Proficiency with four [[Equipment#Weapons|weapons]] of your choice.


== Proficiency ==
The [[Character level]] can be increased by gaining [[Experience]], characters start at 0 experience and can gain up to 100,000 experience, which is the experience required to reach level 12.


'’'Proficiency'’' indicates your expertise in a particular set of skills. Whether it is knowing how to handle a weapon effectively in combat, or knowing how to use a lockpick.
Classes may also grant access to [[Spells|spells]] and [[Feats|feats]].
{{hatnote|Main article: [[Classes]].}}


Every classes have '’'Proficiency Bonus'’', which is based on the character’s '’total'’' level.  Proficiency Bonus will be added whenever a character makes an ''Attack Roll'', ''Ability Check'', or ''Saving Throw''.


{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
=== Spellcasting ===
|+ Proficiency Bonuses per Level
|-
! style="width: 100pt;" | Level
! style="width: 150pt;" | Proficiency Bonus
|-
| Level 1 to 4 || style="text-align:center;" | + 2
|-
| Level 5 to 8 || style="text-align:center;" | + 3
|-
| Level 9 to 12 || style="text-align:center;" | + 4
|-
| Level 13 to 16 || style="text-align:center;" | + 5
|-
| Level 17 to 20 || style="text-align:center;" | + 6
|}


== Spells ==
While all classes are capable of casting spells, some classes are proficient in spellcasting, and automatically learn spells. These classes may cast these learned spells using ''spell slots''.


* All Spells
Every class – including those without the Spellcasting feature – has a designated [[Ability scores|ability]] known as their ''spellcasting ability''
** All Cantrips
{{table list|
** All 1<sup>st</sup> Level Spells
; {{Ability|Intelligence}} : [[Fighter]], [[Rogue]], [[Wizard]].
** All 2<sup>nd</sup> Level Spells
; {{Ability|Wisdom}} : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; {{Ability|Charisma}} : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}
 
Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge, or innate ability, or via the use of scrolls and magical items.
{{hatnote|Main article: [[Spellcasting]].}}
 
=== Stats ===
Every creature has a set of basic statistics:
 
[[File:HP Icon.png|frameless|left|40px]]
Hit points (or HP), given in numbers, represent a creature's life force, or an object's structural integrity. They indicate how much damage you or a party member can take before being [[Downed_(Condition)|Downed]], and how much damage creatures and items can take before being killed or destroyed.
{{hatnote|Main article: [[Hit points]].}}
 
[[File:16 Armor Class Icon.png|frameless|left|40px]]
Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping [[Armour|armour]] and [[Shields|shields]], by selecting certain [[Feats|feats]] when leveling up, or utilizing certain [[Spells|spells]].
{{hatnote|Main article: [[Armour Class]].}}
 
[[File:Creature Size Icon.png|frameless|left|40px]]
A [[Creatures|creature's]] size indicates how large it is, roughly communicating other parameters like the model's dimensions/how much space it physically occupies. The weight of a creature affects what can [[Throw]] or [[Shove]] it.
{{hatnote|Main article: [[Creature size]].}}
 
[[File:Fast Movement Icon.png|frameless|left|40px]]
Movement speed determines how far a creature can move on its turn, on a 1:1 ratio. A creature's [[race]] determines whether their default movement speed is ''slow'', ''normal'' or ''fast'':
* Slow: {{distance|m=7.5|ft=25}}
* Normal: {{distance|m=9|ft=30}}
* Fast: {{distance|m=10.5|ft=35}}
{{hatnote|Main article: [[Resources#Movement_speed|Movement Speed]].}}
 
=== Resistances ===
This applies to both player characters and NPCs. Resistances represent a creature's capacity to withstand certain [[Damage#Damage types|types of damage]].
 
''Vulnerability'', ''resistance'', and ''immunity'' are properties that modify how much damage a target takes from specific types of damage:
 
 
<gallery mode=nolines heights=40px>
Bludgeoning Damage Icon.png|{{DamageColor|Bludgeoning|Bludgeoning}}
Piercing Damage Icon.png|{{DamageColor|Piercing|Piercing}}
Slashing Damage Icon.png|{{DamageColor|Slashing|Slashing}}
Acid Damage Icon.png|{{DamageColor|Acid|Acid}}
Cold Damage Icon.png|{{DamageColor|Cold|Cold}}
Fire Damage Icon.png|{{DamageColor|Fire|Fire}}
Force Damage Icon.png|{{DamageColor|Force|Force}}
Lightning Damage Icon.png|{{DamageColor|Lightning|Lightning}}
Necrotic Damage Icon.png|{{DamageColor|Necrotic|Necrotic}}
Poison Damage Icon.png|{{DamageColor|Poison|Poison}}
Psychic Damage Icon.png|{{DamageColor|Psychic|Psychic}}
Radiant Damage Icon.png|{{DamageColor|Radiant|Radiant}}
Thunder Damage Icon.png|{{DamageColor|Thunder|Thunder}}
</gallery>
 
{{hatnote|Main article: [[Resistances]].}}
 
=== Conditions ===
Conditions are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, [[surface]]s and other environmental hazards. Many conditions are temporary, and some can also be removed with the right spell or potion.
{{hatnote|Main article: [[Conditions]].}}
 
== Equipment ==
Equipment are important items for the player’s adventure. They can be weapons that deal damage to enemies, or armour for protection from them. They can also give interesting bonuses to the player’s characters such as extra spells, special enchantments, and so on.
 
Detailed information on each type of equipment can be found right below or in the main article:
 
<gallery heights="97px" mode="packed">
Keepsake_Locket_A_Faded.png|[[Amulets]]|link=Amulets
Padded Armour Icon.png|[[Armour]]|link=Armour
Cloak_Of_Protection_Icon.png|[[Cloaks]]|link=Cloaks
Simple_Robe_Icon.png|[[Clothing]]|link=Clothing
Leather_Boots_Icon.png|[[Footwear]]|link=Footwear
Metallic_Gloves_Icon.png|[[Handwear]]|link=Handwear
Circlet of Fire Icon.png|[[Headwear]]|link=Headwear
Crushers_Ring_Icon.png|[[Rings]]|link=Rings
Studded_Shield_Icon.png|[[Shields]]|link=Shields
Greataxe_Icon.png|[[Weapon]]s|link=Weapon
</gallery>
{{hatnote|Main article: [[Equipment]].}}
 
 
{{NavGameplay}}
[[Category:Gameplay mechanics]]

Latest revision as of 13:25, 5 September 2024

Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics. Understanding the core mechanics can help the players navigate the challenging world of Baldurs Gate 3.

This page will give a general overview over the most important aspects, to understand certain nuances, reading linked articles might be required. Every section has a dedicated wiki page with further information.

Difficulty[edit | edit source]

There are five difficulty settings, or modes: the preset Explorer, Balanced, Tactician and Honour modes – as well Custom mode, which lets the player tweak various gameplay elements.

Main article: Difficulty.

Combat mechanics[edit | edit source]

The combat mechanics in Baldurs Gate 3 evolve around each character and enemy taking turns, based on their initiative roll at the start of combat, reminiscent of Dungeons & Dragons 5th Edition.

Turn-based System[edit | edit source]

A turn is the most basic unit of time in Baldur's Gate 3 gameplay. During combat, each creature takes a turn, usually in sequential order. When all creatures have taken their turns, a round has passed.

When two or more allied creatures are in close proximity to each other and would have otherwise taken their turn immediately after each other, they can usually take their turns at the same time.

While turns are primarily featured in combat, a turn-based mode is also available outside of combat, and automatically turns on in certain scenarios, such as when certain traps are activated.

Main article: Turn-based mode.

Turn order[edit | edit source]

The order in which creatures take their turn (the turn order) is decided by rolling for initiative, which is a 1d4 + Dex mod roll.

Main article: Initiative.

Adjacent creatures in the turn order they share their turn order position and can act interchangeably. For this matter, creatures who are summoned by the player but not controlled by the player, such as the ghouls from the Necromancy of Thay, are not considered to be on the player's side.

The maximum group size for a shared turn order position is 10 creatures.

If a creature that is attacked is unaware of their attackers at the start of combat, the first round of combat is declared a surprise round, during which only the attackers may take actions.

Main article: Surprised.

Action economy[edit | edit source]

Most creatures are able to take one Action, one Bonus Action and one Reaction per turn, but some equipment and class features give additional or free actions.

Main article: Actions.
See also: Attacks.

Actions, bonus actions and reactions are also represented as resources that are replenished at the start of a creature's turn. For example, when a creature takes an action, their action resource is used.

Resources[edit | edit source]

Most actions require the acting creature to expend one or more resources, usually at least one of the three common resources associated with actions:

Action
Recharge: turn (1 action)
Primary combat resource
Bonus action
Recharge: turn (1 bonus action)
Secondary combat resource
Reaction
Recharge: turn (1 reaction)
Used to take reactions

Main article: Resources.

Dice Rolls[edit | edit source]

Dice rolls are a central game mechanic to determine the outcome of variety of situations, such as whether a character will succeed at using a particular skill, or if an attack will land and how much damage it will do. The base dice are as follows:

  • D4 Force.png d4
  • D6 Radiant.png d6
  • D8 Cold.png d8
  • D10 Poison.png d10
  • D12 Psychic.png d12
  • D20.png d20

Additional modifiers can be applied, which are either bonuses which add to the result, or penalties which are subtracted from it.

Main article: Dice rolls.

Advantage[edit | edit source]

Advantage Icon.png Advantage and Disadvantage Icon.png Disadvantage only apply to D20.png d20 rolls for Attack Rolls, Saving Throws, and Ability Check, but never to Damage Roll, greatly affect the outcome of dice rolls.

Main article: Advantage.

Attacks[edit | edit source]

Attacks are attempts by a creature at hitting a target, usually with a weapon or a spell. The outcome of an attempted attack is determined by making an attack roll against the target's AC. If successful, the attack may deal damage and/or inflict a condition.

Result = D20.png d20 + Ability score modifier + Proficiency bonus
Main article: Attacks.

Critical Hit[edit | edit source]

Critical hits occur when a creature rolls a natural 20 on an attack roll. While initially a mechanic subject purely to the whims of luck, a number of features, abilities, and items allow the player to manipulate the odds of scoring a critical hit.

Main article: Critical hit.

NPCs[edit | edit source]

Non-player characters are characters not controlled by the player. They have pre-determined behaviours and defined ability scores, class actions, and inventories. NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive, such as Traders and Bosses.

Main article: Non-player characters.

Player Character[edit | edit source]

When starting the game, the player is prompted to create their own character. The character can be fully customized or be choosen from the Origin characters.

Main article: Character creation.

Classes[edit | edit source]

A character's class in Baldur's Gate 3 is one of their primary defining features. Each class represents a different calling, and each offers a number of unique abilities, powers, and skills that influence how that character interacts with the world.

Player characters and all companions also have a background, race and can use equipment. Having levels in a class allows access to class features, which are the features that set classes apart from each other.

The Character level can be increased by gaining Experience, characters start at 0 experience and can gain up to 100,000 experience, which is the experience required to reach level 12.

Classes may also grant access to spells and feats.

Main article: Classes.


Spellcasting[edit | edit source]

While all classes are capable of casting spells, some classes are proficient in spellcasting, and automatically learn spells. These classes may cast these learned spells using spell slots.

Every class – including those without the Spellcasting feature – has a designated ability known as their spellcasting ability

Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge, or innate ability, or via the use of scrolls and magical items.

Main article: Spellcasting.

Stats[edit | edit source]

Every creature has a set of basic statistics:

HP Icon.png

Hit points (or HP), given in numbers, represent a creature's life force, or an object's structural integrity. They indicate how much damage you or a party member can take before being Downed, and how much damage creatures and items can take before being killed or destroyed.

Main article: Hit points.
16 Armor Class Icon.png

Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. AC can be increased by equipping armour and shields, by selecting certain feats when leveling up, or utilizing certain spells.

Main article: Armour Class.
Creature Size Icon.png

A creature's size indicates how large it is, roughly communicating other parameters like the model's dimensions/how much space it physically occupies. The weight of a creature affects what can Throw or Shove it.

Main article: Creature size.
Fast Movement Icon.png

Movement speed determines how far a creature can move on its turn, on a 1:1 ratio. A creature's race determines whether their default movement speed is slow, normal or fast:

  • Slow: 7.5 m / 25 ft
  • Normal: 9 m / 30 ft
  • Fast: 10.5 m / 35 ft
Main article: Movement Speed.

Resistances[edit | edit source]

This applies to both player characters and NPCs. Resistances represent a creature's capacity to withstand certain types of damage.

Vulnerability, resistance, and immunity are properties that modify how much damage a target takes from specific types of damage:


Main article: Resistances.

Conditions[edit | edit source]

Conditions are changes in a character's status, both beneficial and harmful. They can be inflicted by certain Spells, class features, surfaces and other environmental hazards. Many conditions are temporary, and some can also be removed with the right spell or potion.

Main article: Conditions.

Equipment[edit | edit source]

Equipment are important items for the player’s adventure. They can be weapons that deal damage to enemies, or armour for protection from them. They can also give interesting bonuses to the player’s characters such as extra spells, special enchantments, and so on.

Detailed information on each type of equipment can be found right below or in the main article:

Main article: Equipment.