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


You can find detailed description for each type of equipment below.
You can find detailed description for each type of equipment below.
<gallery heights="97px" mode="packed">
Greataxe_Unfaded.png|[[Weapon]]s|link=Weapon
Simple_Robe_Unfaded.png|[[Clothing]]|link=Clothing
Padded Armour Unfaded.png|[[Armour]]|link=Armour
Studded_Shield_Unfaded.png|[[Shields]]|link=Shields
Circlet of Mental Anguish Unfaded.png|[[Headwear]]|link=Headwear
Cloak Long Unfaded.png|[[Cloaks]]|link=Cloaks
Gloves Metal Unfaded.png|[[Handwear]]|link=Handwear
Boots Leather Unfaded.png|[[Footwear]]|link=Footwear
Keepsake_Locket_A_Unfaded.png|[[Amulets]]|link=Amulets
Crushers_Ring_Unfaded.png|[[Rings]]|link=Rings
</gallery>


== Weapons ==
== Weapons ==
 
{{hatnote|Main article: [[Weapons]]}}Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.  Your weapon of choice determines your base [[Damage Roll]] before bonuses.  For example, a dagger may do 1d4 damage (one four-sided dice), meaning 1 to 4 points of damage before bonuses are applied.  On the other hand, a two-handed greatsword may do 2d6 damage (two six-sided dice), for a minimum of 2 and a maximum of 12 before bonuses.
''Main article: [[Weapons]]''
 
Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.  Your weapon of choice determines your base [[Damage Roll]] before bonuses.  For example, a dagger may do 1d4 damage (one four-sided dice), meaning 1 to 4 points of damage before bonuses are applied.  On the other hand, a two-handed greatsword may do 2d6 damage (two six-sided dice), for a minimum of 2 and a maximum of 12 before bonuses.


There are a number of ways to categorize weapons:
There are a number of ways to categorize weapons:
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Each weapon deals a specific type of physical damage.  The damage types are:
Each weapon deals a specific type of physical damage.  The damage types are:


* Blunt
* Bludgeoning
* Slashing
* Slashing
* Piercing
* Piercing
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In addition, weapons can have various properties such as Heavy, Finesse, Light, and so on.  See the main Weapons page linked above for details.
In addition, weapons can have various properties such as Heavy, Finesse, Light, and so on.  See the main Weapons page linked above for details.


== Clothing, Armor, and Shields ==
== Clothing, Armour, and Shields ==


=== Clothing ===
=== Clothing ===
{{hatnote|Main article: [[Clothing]]}}Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.


''Main article: [[Clothing]]''
Classes without any [[Armour#Armour Proficiency|Armour Proficiency]] such as [[Sorcerer]] and [[Wizard]] wear Clothing instead of Armour, so they can cast [[Spells]] in and out of combat. Wearing Armour without the corresponding Proficiency also imposes a number of other penalties.
 
Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.
 
Classes without any [[Armor#Armor Proficiency|Armor Proficiency]] such as [[Sorcerer]] and [[Wizard]] wear Clothing instead of Armor so they can cast [[Spell]]s in and out of combat. Wearing Armor without the corresponding Proficiency also imposes a number of other penalties.
 
One can gain additional Armor Proficiency by taking appropriate Feats at Level 4, such as Lightly Armored, Moderately Armored and Heavily Armored.  However, each level of heaviness has the previous level as a prerequisite.  For example, in order to be able to pick the Heavily Armored Feat, your character must already have Medium Armor Proficiency from some source.
 
=== Armor ===


''Main article: [[Armor]]''
One can gain additional Armour Proficiency by taking appropriate Feats at Level 4, such as [[Lightly Armoured]], [[Moderately Armoured]] and [[Heavily Armoured]].  However, each level of heaviness has the previous level as a prerequisite.  For example, in order to be able to pick the Heavily Armoured Feat, your character must already have Medium Armour Proficiency from some source.


Armor offers the character an improved base [[Armor Class]] to decrease the chance of being hit. When wearing Armor, your Armor Class becomes that of the piece of Armor you're wearing. In other words, it overrides your base Armor Class, before bonuses from Dexterity, Shields, spell effects, etc. are applied.
=== Armour ===
{{hatnote|Main article: [[Armour]]}}Armour offers the character an improved base [[Armour Class]] to decrease the chance of being hit. When wearing Armour, your Armour Class becomes that of the piece of Armour you're wearing. In other words, it overrides your base Armour Class, before bonuses from Dexterity, Shields, spell effects, etc. are applied.


There are three types of worn armor: Light, Medium, and Heavy. Shields are also treated as armor, although they do not split into any sub-types. You need the corresponding [[Armor#Armor Proficiency|Armor Proficiency]] to be able to use a specific type of Armor without penalties.
There are three types of worn armour: Light, Medium, and Heavy. Shields are also treated as armour, although they do not split into any subtypes. You need the corresponding [[Armour#Armour Proficiency|Armour Proficiency]] to be able to use a specific type of Armour without penalties.


=== Shields ===
=== Shields ===
{{hatnote|Main article: [[Shields]]}}Shields provide a bonus to [[Armour Class]] to decrease the chance of being hit by enemies.  Your character doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in its melee off-hand slot.  I.e., a character with a sword and shield in its melee weapon slots and a longbow in its ranged weapon slots will benefit from the shield's AC bonus even while using the bow.


''Main article: [[Shields]]''
Choosing the [[Feat]] “Moderately Armoured” grants Proficiency with Shields in addition to Medium Armour.  However, you must already have Light Armour Proficiency to be able to choose that Feat.
 
Shields provide a bonus to [[Armor Class]] to decrease the chance of being hit by enemies.  A creature doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in their melee off-hand slot.  I.e., a fighter with a sword and shield in its melee weapon slots and a longbow in its ranged weapon slots will benefit from the shield's AC bonus even while using the bow.
 
Choosing the [[Feat]] “Moderately Armored” grants Proficiency with Shields in addition to Medium Armor.  However, you must already have Light Armor Proficiency to be able to choose that Feat.


== Other gear ==
== Other gear ==


=== Headwear ===
=== Headwear ===
{{hatnote|Main article: [[Headwear]]}}
Headwear includes helmets, circlets, hoods, and other equipment worn on the head.  They can provide bonuses to [[Skill]]s or [[Ability Score]]s, protect against [[Critical Hit]]s, or grant item-specific actions such as the ability to cast a certain spell.


''Main article: [[Headwear]]''
=== Cloaks ===
 
{{hatnote|Main article: [[Cloaks]]}}Cloaks are equipment worn on the back.  They can provide bonuses to [[Skill]]s or [[Saving Throw]]s, or grant item-specific actions such as the ability to cast a certain spell.
Headwear includes helmets, circlets, Ioun stones, and so on.  They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.


=== Handwear ===
=== Handwear ===
 
{{hatnote|Main article: [[Handwear]]}}Handwear includes gloves, gauntlets, bracers, and other equipment worn on the hands.  They can provide bonuses to [[Skill]]s or [[Saving Throw]]s, trigger beneficial effects in specific scenarios, or grant item-specific actions such as the ability to cast a certain spell.
''Main article: [[Handwear]]''
 
Handwear includes gloves, gauntlets, bracers, and so on.  They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.


=== Footwear ===
=== Footwear ===
{{hatnote|Main article: [[Footwear]]}}Footwear includes boots of various types.  They can provide bonuses to [[Saving Throw]]s, trigger movement-related benefits in specific scenarios, or grant item-specific actions such as the ability to cast a certain spell.


''Main article: [[Footwear]]''
=== Camp Clothing ===
 
{{hatnote|Main article: [[Camp Clothing]]}}Camp Clothing are special type of Equipment each character wears while at the [[Campsite]].
Footwear includes boots of various types.  They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.


== Jewelry ==
== Jewelry ==


=== Amulets ===
=== Amulets ===
 
{{hatnote|Main article: [[Amulets]]}}'''Amulets''' are a type of accessory that may provide beneficial passives or allow characters to cast certain [[Spells]].  Many amulets are merely non-magical jewelry whose sole purpose is to be sold for gold.
''Main article: [[Amulets]]''
 
'''[[Amulets]]''' are a type of accessory that may provide beneficial passives or allow characters to cast certain [[Spell|Spells]].  Most amulets are merely non-magical jewelry whose sole purpose is to be sold for gold.


=== Rings ===
=== Rings ===
{{hatnote|Main article: [[Rings]]}}'''Rings''' are a type of accessory that may provide beneficial passives or allow characters to cast certain [[Spells]].  Many rings are merely non-magical jewelry whose sole purpose is to be sold for gold.  A character can have two different rings equipped at once.


''Main article: [[Rings]]''
== See Also ==
* [[List of equipment sets]]
* [[List of equipment that affect Spell Save DC]]


'''[[Rings]]''' are a type of accessory that may provide beneficial passives or allow characters to cast certain [[Spell|Spells]].  Most rings are merely non-magical jewelry whose sole purpose is to be sold for gold.  Uniquely, a character can have two different rings equipped at once.
{{NavGameplay}}
[[Category:Equipment]]
[[Category:Gameplay mechanics]]

Latest revision as of 09:25, 8 November 2024

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.

You can find detailed description for each type of equipment below.

Weapons[edit | edit source]

Main article: Weapons
Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs. Your weapon of choice determines your base Damage Roll before bonuses. For example, a dagger may do 1d4 damage (one four-sided dice), meaning 1 to 4 points of damage before bonuses are applied. On the other hand, a two-handed greatsword may do 2d6 damage (two six-sided dice), for a minimum of 2 and a maximum of 12 before bonuses.

There are a number of ways to categorize weapons:

  • Melee or Ranged
  • Martial or Simple
  • One-handed, Two-handed, or Versatile

Each weapon deals a specific type of physical damage. The damage types are:

  • Bludgeoning
  • Slashing
  • Piercing

In addition, weapons can have various properties such as Heavy, Finesse, Light, and so on. See the main Weapons page linked above for details.

Clothing, Armour, and Shields[edit | edit source]

Clothing[edit | edit source]

Main article: Clothing
Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.

Classes without any Armour Proficiency such as Sorcerer and Wizard wear Clothing instead of Armour, so they can cast Spells in and out of combat. Wearing Armour without the corresponding Proficiency also imposes a number of other penalties.

One can gain additional Armour Proficiency by taking appropriate Feats at Level 4, such as Lightly Armoured, Moderately Armoured and Heavily Armoured. However, each level of heaviness has the previous level as a prerequisite. For example, in order to be able to pick the Heavily Armoured Feat, your character must already have Medium Armour Proficiency from some source.

Armour[edit | edit source]

Main article: Armour
Armour offers the character an improved base Armour Class to decrease the chance of being hit. When wearing Armour, your Armour Class becomes that of the piece of Armour you're wearing. In other words, it overrides your base Armour Class, before bonuses from Dexterity, Shields, spell effects, etc. are applied.

There are three types of worn armour: Light, Medium, and Heavy. Shields are also treated as armour, although they do not split into any subtypes. You need the corresponding Armour Proficiency to be able to use a specific type of Armour without penalties.

Shields[edit | edit source]

Main article: Shields
Shields provide a bonus to Armour Class to decrease the chance of being hit by enemies. Your character doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in its melee off-hand slot. I.e., a character with a sword and shield in its melee weapon slots and a longbow in its ranged weapon slots will benefit from the shield's AC bonus even while using the bow.

Choosing the Feat “Moderately Armoured” grants Proficiency with Shields in addition to Medium Armour. However, you must already have Light Armour Proficiency to be able to choose that Feat.

Other gear[edit | edit source]

Headwear[edit | edit source]

Main article: Headwear

Headwear includes helmets, circlets, hoods, and other equipment worn on the head. They can provide bonuses to Skills or Ability Scores, protect against Critical Hits, or grant item-specific actions such as the ability to cast a certain spell.

Cloaks[edit | edit source]

Main article: Cloaks
Cloaks are equipment worn on the back. They can provide bonuses to Skills or Saving Throws, or grant item-specific actions such as the ability to cast a certain spell.

Handwear[edit | edit source]

Main article: Handwear
Handwear includes gloves, gauntlets, bracers, and other equipment worn on the hands. They can provide bonuses to Skills or Saving Throws, trigger beneficial effects in specific scenarios, or grant item-specific actions such as the ability to cast a certain spell.

Footwear[edit | edit source]

Main article: Footwear
Footwear includes boots of various types. They can provide bonuses to Saving Throws, trigger movement-related benefits in specific scenarios, or grant item-specific actions such as the ability to cast a certain spell.

Camp Clothing[edit | edit source]

Main article: Camp Clothing
Camp Clothing are special type of Equipment each character wears while at the Campsite.

Jewelry[edit | edit source]

Amulets[edit | edit source]

Main article: Amulets
Amulets are a type of accessory that may provide beneficial passives or allow characters to cast certain Spells. Many amulets are merely non-magical jewelry whose sole purpose is to be sold for gold.

Rings[edit | edit source]

Main article: Rings
Rings are a type of accessory that may provide beneficial passives or allow characters to cast certain Spells. Many rings are merely non-magical jewelry whose sole purpose is to be sold for gold. A character can have two different rings equipped at once.

See Also[edit | edit source]