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Resistances: Difference between revisions
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| style="width: 16%" | {{DamageIcon|Bludgeoning|40}} <br> {{DamageColor|Bludgeoning|Bludgeoning}}* | | style="width: 16%" | {{DamageIcon|Bludgeoning|40}} <br> {{DamageColor|Bludgeoning|Bludgeoning}}* | ||
| style="width: 16%" | {{DamageIcon|Fire|40}} <br> {{DamageColor|Fire|Fire}} | | style="width: 16%" | {{DamageIcon|Fire|40}} <br> {{DamageColor|Fire|Fire}} | ||
| style="width: 16%" | {{DamageIcon|Lightning|40}} <br> {{DamageColor|Lightning|Lightning}} | | style="width: 16%" | {{DamageIcon|Lightning|40}} <br> {{DamageColor|Lightning|Lightning}} | ||
| style="width: 16%" | {{DamageIcon|Acid|40}} <br> {{DamageColor|Acid|Acid}} | | style="width: 16%" | {{DamageIcon|Acid|40}} <br> {{DamageColor|Acid|Acid}} | ||
| style="width: 16%" | {{DamageIcon|Radiant|40}} <br> {{DamageColor|Radiant|Radiant}} | | style="width: 16%" | {{DamageIcon|Radiant|40}} <br> {{DamageColor|Radiant|Radiant}} | ||
| style="width: 16%" | {{DamageIcon|Force|40}} <br> {{DamageColor|Force|Force}} | | style="width: 16%" | {{DamageIcon|Force|40}} <br> {{DamageColor|Force|Force}} | ||
|- | |- | ||
| {{DamageIcon|Piercing|40}} <br> {{DamageColor|Piercing|Piercing}} | | {{DamageIcon|Piercing|40}} <br> {{DamageColor|Piercing|Piercing}}* | ||
| {{DamageIcon|Cold|40}} <br> {{DamageColor|Cold|Cold}} | | {{DamageIcon|Cold|40}} <br> {{DamageColor|Cold|Cold}} | ||
| {{DamageIcon|Thunder|40}} <br> {{DamageColor|Thunder|Thunder}} | | {{DamageIcon|Thunder|40}} <br> {{DamageColor|Thunder|Thunder}} | ||
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| {{DamageIcon|Psychic|40}} <br> {{DamageColor|Psychic|Psychic}} | | {{DamageIcon|Psychic|40}} <br> {{DamageColor|Psychic|Psychic}} | ||
|- | |- | ||
| {{DamageIcon|Slashing|40}} <br> {{DamageColor|Slashing|Slashing}} | | {{DamageIcon|Slashing|40}} <br> {{DamageColor|Slashing|Slashing}}* | ||
|} | |} | ||
Revision as of 16:45, 18 September 2023
Template:Up to date Every source of damage in the game, such as attacks, spells, or traps, has an associated Damage Type. The target may have resistances or weaknesses that affect how much damage it takes from this source of damage.
Damage Types
There are 13 different types of damage in Baldur's Gate 3. They are:
Bludgeoning* |
Fire |
Lightning |
Acid |
Radiant |
Force |
Piercing* |
Cold |
Thunder |
Poison |
Necrotic |
Psychic |
Slashing* |
*Sometimes, the term Physical Damage (stylized as Physical on the wiki) is used in ability or item descriptions, such as the Rage ability of Barbarians. When you use such an ability, you deal whatever damage type your weapon would deal.
Damage Vulnerability, Resistance and Immunity
Vulnerability, Resistance, and Immunity are properties that modify how much damage a target takes from specific types of damage.
Vulnerability
Vulnerability means the total damage taken from a type of damage is doubled.
In-game, vulnerability is indicated by a downwards red arrow on the corresponding element when inspecting an entity.
Example:
Resistance
Resistance means the total damage taken from a type of damage is halved.
In-game, resistance is indicated by an upwards blue or grey arrow on the corresponding element when inspecting an entity. Grey indicates that non-magical sources of damage are reduced, and blue indicates that magical sources of damage are reduced.
Example: or or
Immunity
Immunity means the total damage taken from a type of damage is reduced to 0.
In-game, immunity is indicated by a yellow outline shaped like a shield on the corresponding element when inspecting an entity.
Example:
Toughness
Toughness is a special property of some doors, chests, and breakable walls that requires a hit to exceed a certain damage threshold in order to deal any damage. The possible levels of Toughness are:
- : Only a hit that deals at least 10 damage can damage this material.
- : Only a hit that deals at least 22 damage can damage this material.
- : Only a hit that deals at least 50 damage can damage this material.
All modifiers of the hit and vulnerabilities/resistances of the object are calculated first and then checked against the Toughness damage threshold.
There are several ways to beat the Toughness threshold of an object. Here are some common methods: