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All Items In Baldur's Gate 3

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작성자 Winfred
조회 17회 작성일 25-11-15 21:31

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The Paladin proved to be the game's most popular class over its launch weekend, according to Larian Studios. Indeed, the class is impressively versatile and powerful, almost no matter which way one takes the class. The one condition of playing a Paladin is that RP can often be affected by one's chosen Oath.

Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good

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.

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.

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.

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.

The Oath of Devotion Paladin is a powerhouse of buffs , healing support, and brutal damage output. The trade-off for such a well-rounded Class is that it is the only one restricted by roleplay. By choosing an Oath, Paladins must do everything to live by it – the Oath of Devotion means that players can't attack innocents, turn their back on those in dire need, or deceive their enemies to gain an advantage in combat.

Call down a silvery beam of pale light that deals 2d10 Radiant damage to any creatures that enters it or starts its turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage.

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. 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.

Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.

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.

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.

The best Paladin companions in BG3 are Halsin as your Support Invoker Class mod, Gale as your primary Ranged damage source, and Astarion as your primary melee damage ally. Though you can change the class and specialization of any of your companions, these three come with strong pre-determined class and spec combos to balance out your Paladin party composition.

As light and as cold as the mist hanging like ghostly chandeliers over the canals of Marsember, the wine's nose communicates all the central aspects of its mother city... save perhaps the mounds of dead monkfish.

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.

Flood a creature‘s mind with an illusion of the last thing that attacked it. Each turn, it takes 1d6 Psychic damage. Each time it takes damage from another source, the damage type of Phantasmal Force changes to that damage type.

The artist has exaggerated the points of the ears, which seem to cut the canvas dark like pale knives. The garb and crossed hands of this eminent man are beautiful, poised, and utterly indicative of means.

Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.