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Helldusk Set

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Helldusk armour is a set of equipment that revolves around resisting and dealing Fire damage. It is forged from Infernal Iron.

Flawed[edit | edit source]

The Flawed variants of the Helldusk set can be produced by Dammon, who apprenticed under Carixim, if he is given Infernal Iron.

Name Slot Effect

Flawed Helldusk Armour

Armour Armour (Heavy Armour)
Lesser Infernal Retribution
When you are hit by a foe within 2 m / 7 ft, it might take 1d4Damage TypesFire damage.
Superior Plate
You take 1 less Damage TypesPiercing damage.

Flawed Helldusk Helmet

Headgear Headgear (Non-Armour)
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.

Flawed Helldusk Gloves

Gloves Gloves (Non-Armour)

Non-flawed[edit | edit source]

The non-flawed (or perfect) variants of the Helldusk set are originals produced by Carixim. They have more powerful effects but are harder to acquire. It seems that the order in which Dammon gives the party the pieces is: First the Flawed Helldusk Armour, then the Flawed Helldusk Helmet, and then the Flawed Helldusk Gloves.

Name Slot Effect

Helldusk Armour

Armour Armour (Heavy Armour)
Fly (bonus action) Fly ()
Cast as a level 3 spell ( Recharge: Long rest.)
Helldusk Armour
You are considered Proficient with this armour while wearing it.
Infernal Retribution
When you succeed a Saving throw, the caster receives Burning Burning for 3 turns.
Prime Aegis of Fire
You have Resistance to Damage TypesFire damage and cannot be Burned Burned. You take 3 less damage from all sources.

Helldusk Boots

Footwear Footwear (Non-Armour)
Hellcrawler Hellcrawler ()
Teleport to an area and deal 2d8Damage TypesFire damage where you land. The impact blast spreads in a 3m / 10ft zone. ( Recharge: Short rest.)
Steadfast
You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain Difficult Terrain.
Infernal Evasion
When you fail a Saving throw, you may use your Reaction to succeed instead.

Helldusk Gloves

Gloves Gloves (Non-Armour)
Rays of Fire (Cantrip) Rays of Fire ()
Cast as a cantrip ( Recharge: Short rest.)
Infernal Acuity
You gain +1 bonus to Spell Attack Rolls[See Notes] and Spell Save DC.
Infernal Touch
Your weapon attacks deal an additional 1d6Damage TypesFire damage. Your unarmed attacks deal an additional 1d6Damage TypesNecrotic damage, and can possibly inflict Bleeding Bleeding.

Helldusk Helmet

Headgear Headgear (Non-Armour)
Immolating Gaze Immolating Gaze ()
Sear and Frighten Frighten a target with nothing but your glower. ( Recharge: Short rest.)
Infernal Sight
You can see in magical and ordinary darkness up to a range of 12 m / 40 ft. You cannot be Blinded Blinded.
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.