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[[Category:Gameplay Mechanics]]
{{Hatnote|For the school of magic, see [[Enchantment (school)]]. For the [[Wizard]] subclass, see [[Enchantment School]].}}
An '''Enchantment''' is a property of powerful magical [[Weapon]]s and [[Armour]] that increases their base effectiveness in battle. Enchantment values range from +1 to +5.
An '''enchantment''' is a property of powerful magical [[Weapon]]s 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 of {{uncommon}} rarity, and possibly higher. 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.
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 {{em|in addition to}} a variety of possible item-specific properties.


== Weapon Enchantments ==
== Weapon enchantments ==
'''Weapon Enchantments''' add a bonus to [[Attack Roll]]s and [[Damage Roll]]s equal to the enchantment value.
'''Weapon enchantments''' add a bonus to [[Attack Roll]]s and [[Damage Roll]]s equal to the enchantment value.


For example, a mundane [[Shortsword]] deals a base damage of {{DamageText|1d6 (1~6)|Piercing}}. A [[Shortsword +1]] increases that base damage to {{DamageText|1d6+1 (2~7)|Piercing}}.
For example, a mundane [[Shortsword]] deals a base damage of {{DamageText|1d6 (1~6)|Piercing}}. A [[Shortsword +1]] increases that base damage to {{DamageText|1d6+1 (2~7)|Piercing}}.


== Armour Enchantments ==
== Armour enchantments ==
'''Armour Enchantments''' increase the base {{ArmourClass}} of armour by an amount equal to the enchantment value.
'''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.


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.


{{NavGameplay}}
{| class="wikitable"
! Armour type !! Base AC !! +1 effect !! +2 effect
|-
| {{LgRarityItem|Leather Armour}} || 11 + [[DEX]] || +1 to [[Stealth]] [[checks]] || +1 to [[Dexterity]] [[saves]] and [[checks]]
|-
| {{LgRarityItem|Padded Armour}} || 11 + [[DEX]] || Take 1 less {{DamageType|Bludgeoning}} damage || Take 1 less [[Bludgeoning]] damage (2 total)
|-
| {{LgRarityItem|Studded Leather Armour}} || 12 + [[DEX]] || Take 1 less {{DamageType|Bludgeoning}} damage || +1 to {{Initiative}}
|-
| {{LgRarityItem|Hide Armour}} || 12 + [[DEX]] (max 2) || +1 to [[Dexterity]] [[saves]] and [[checks]] || +1 to {{Initiative}}
|-
| {{LgRarityItem|Chain Shirt}} || 13 + [[DEX]] (max 2) || Take 1 less {{Damage type|Slashing}} damage || +1 to [[Dexterity]] [[saves]] and [[checks]]
|-
| {{LgRarityItem|Breastplate}} || 14 + [[DEX]] (max 2) || Take 1 less {{DamageType|Piercing}} damage || +1 to [[Dexterity]] [[saves]] and [[checks]]
|-
| {{LgRarityItem|Scale Mail}} || 14 + [[DEX]] (max 2) || Take 1 less {{Damage type|Slashing}} damage || +1 to {{Initiative}}
|-
| {{LgRarityItem|Ring Mail Armour}} || 14 || +1 to [[Strength]] [[saves]] and [[checks]] || Take 1 less {{Damage type|Slashing}} damage
|-
| {{LgRarityItem|Chain Mail}} || 16 || Take 1 less {{Damage type|Slashing}} damage ||  Take 1 less {{Damage type|Slashing}} damage (2 total)
|-
| {{LgRarityItem|Splint Armour}} || 17 || Take 1 less {{Damage type|Piercing}} damage || +1 to [[Strength]] [[saves]] and [[checks]]
|-
| {{LgRarityItem|Plate Armour}} || 18 || Take 1 less physical damage<ref name="superior plate">1 less {{Damage type|Slashing}}, {{Damage type|Bludgeoning}}, and {{Damage type|Piercing}} damage</ref> || Take 1 less physical damage<ref name="superior plate"></ref> (2 total)
|}
<references/>
 
{{NavGameplay/Mechanics}}
 
[[Category:Gameplay mechanics]]

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