Goblin's Undoing: Goblins have Disadvantage on attack Rolls against the wielder. With this dagger, the wielder receives a +1d4 bonus toĪttack Rolls and Saving Throws until the end of their The Pain Maiden's Blessing: After a successful attack Sweet Bloodletting: Possibly inflict Bleeding when hitting a creature with this weapon while Hiding or Invisible Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3 Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade. Prey Upon the Weak: This weapon deals an additional 1~4 Piercing damage against targets with 50% of their hit points or fewer. Rupturing: On a hit, the target must succeed a DC 13 Constitution Saving Throw or become Ruptured. Goblin's Undoing: Goblins have Disadvantage on Attack Rolls against the wielder. Gleamdancer: When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to Armour Class. Gleamdance Dagger: Glowing: This object shines with a glowing light in a radius of 6m. Grip of Shadows: Deals an additional 1d6 Necrotic damage if the target is not standing in sunlight.ĭread Iron Ambush: While its wielder is hidden, this weapon deals an extra 1~6 Necrotic damage True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike.Ĭhilling Counter: When a creature misses you with an attack, it must succeed a DC 13 Constitution Saving Throw or be Chilled for 2 turns. This effect can stack.Įxploit Weakness: Creatures hit with this weapon receive Vulnerability to Piercing Damage. Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. Properties or Arcane Absorption: When you kill an enemy with a melee attack, regain one of your spent 1st Level spell Slots.ĭeathly Slumber: Deals an additional 1~4 Necrotic Damage to creatures that are Knocked Out or Sleeping. Non-Lethality: This weapon deals only Non-Lethal Damage.Įquip item in main hand to gain: Concussive Smash Action Witchbreaker: You gain Advantage on Attack Rolls against concentrating creatures. Thermodynamo Axe: Whenever you deal damage with this weapon, you gain 2 turns of Heat.ĭolor Amarus: When you land a Critical hit with this weapon, it deals an additional 7 damage. It's All In The Wrists: This weapon has the Thrown property and deals an additional 1d4 Thunder damage when thrown. Press the Advantage: After scoring a Critical Hit, use your bonus action to make an additional attack.įavoured Weapon: This weapon has a +1 bonus to damage and attack rolls. For example, all Daggers have Light, Finesse, and Thrown as their Weapon Properties.Ĭritical Virtuoso: When you score a Critical Hit you can spend a bonus action to make an additional attack. Weapons in Baldur's Gate 3 have different special properties that grant them certain abilities based on their weapon type. Some Weapons contain Equipment Features, that provide passive effects to the wielder of the corresponding weapon. Some Equipment Features may provide effects useful for any character, but other Equipment Features only serve as a boost for a specific action or spell, and may not stack if a character equips two pieces of Equipment with the same Equipment Feature, so it is recommended to equip your party wisely. Also, consider that some Armor pieces and Accessories may provide Equipment Features as well. Your Movement speed is reduced and your Jump distance is halved. Always remember to manage your inventory accordingly.Īt the first level, you are encumbered. Players at maximum encumbrance can no longer perform certain actions. In Baldur's Gate 3, there is an Encumbrance Mechanic that has three different levels of severity.
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