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All Weapons In Baldur's Gate 3

NoellaTout36665546 2025.11.21 07:50 조회 수 : 0

Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. If the spell misses, the target still takes half the initial damage.

Here is a list of all the weapons that you can find in Baldur's Gate 3. Click on the Weapon Name/Icon in the table below to learn more about each individual item. Each post shows a tooltip with more information including Weapon properties and other helpful information.

Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. This spell will work with Ranged weaponry.

Inflicts Produce Flame. A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action

Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size.

Searing Smite: Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.

Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot.

Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.

Grant a semblance of life to a corpse, allowing it to answer questions. Skeleton and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell.

Here's a list of all the Level 3 Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.

Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded.

It's a dangerous world out there in Baldur's Gate 3. So make sure you're outfitted with the best armor. Below, we've compiled a list of all the Armour that you can find in Baldur's Gate 3. Click on the Armour Name/Icon in the table below to learn more about each individual item. Each post shows a tooltip with more information including Armour properties and other helpful information.

Here's a list of all the Conjuration Spells in Baldur's Gate 3 Patch 8 Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties and other helpful information.

Absolute Bane: When the wearer hits a creature with a weapon attack, it receives a 1d4 penalty to Attack Rolls and Saving Throws. The same penalty applies to anyone using these gloves without bearing the Absolute's brand.

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

It's great for talking with your companion or other animals out in the world of Baldur's Gate 3 – plus, Forest Gnomes have the Gnome Cunning passive, granting advantage on INT, WIS, and CHA Saving Throws.

Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. You can always interrupt spells of 3rd level or lower.

Taking the Folk Hero background as a Ranger leaves Athletics, Insight, Investigation, Nature, Perception, and Stealth open to take (though Wood Elves get Perception and Stealth proficiency, too), while the Outlander background leaves everything but Athletics up for the taking.

Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.

Here's a list of all the Level 2 Spells in Baldur's Gate 3. Click on the Spell in the table below to learn more. Each post shows a tooltip with more information including Spell properties and other helpful information.

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