Baldur’s Gate 3 Features a dynamic and complex combat system, full of conditions and status effects that players and enemies can be affected by. Some, like paralyzed and blinded, were raised directly from Dungeons & Dragons. But Others are completely new, and really shine In the video game format.
Some of these status effects are so powerful that players have made entire builds around triggering them. And with the abundance of items and spells that can cause these effects, it’s easy to do. The ten status conditions stand out as some of the most powerful ones Baldur’s Gate 3 IntroducedAnd players should look to use them for their next character build.
10
Wrath allows melee builds to stack their weapon damage
A perfect early-game build for Barbarians
Wrath is a status buff players can gain access to early on from some powerful equipment. Especially, the Cap of wrath
Linebreaker Boots, and Bloodguzzler Garb, which can all be found in Act One. Each of these clothes allows the wearer to receive wrath on their turns, or through Dashing, taking damage, or starting a round with less than half health.
Wrath increases melee weapon damage by one point per stackUp to seven stacks total. Dealing an extra five to seven damage per hit at early levels is huge, especially for barbarians and fighters who want to get as much raw damage out of each attack as they can. There is no penalty that comes with rage, meaning it’s free extra damage as long as the equipment’s conditions are fulfilled. Since Wrath is tied to three pieces of early-game gear, it probably won’t be part of an end-game build, but it could make a big difference in act one.
9
Mental fatigue is useful for setting certain spells
Wear down the minds of your opponents
Mental Fatigue is a debuff that players can apply to certain enemies, and that certain enemies can apply to players. It often accompanies psychological damage, and Lowers the affected creature’s Intelligence, Wisdom, and Charisma saving throws By one per stack. Like rage, it can stack up to seven times, down by one each round. It’s great for forcing enemies to fail instant saving throws, such as attacking Stop man
or hypnotic pattern.
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Players can use the Ring of Mental Inhibition or the Braindrain gloves
To make this condition on enemies. It can be used via certain clicks in Creche Y’llek, where the ring is acquired, so players should be prepared to be on the receiving end of it. However, it is worth noting that This effect does not cause a penalty on repeated checks, Meaning enemies will not be hindered during subsequent saves against the same effect.
8
Arcane synergy complements a spellblade’s skills
A simple but powerful effect to combine magic and power
Players who combine spells and weapons will be intrigued by this effect. Arcane synergy Boosts one’s damage with weapon attacks by an amount equal to their spellcasting modifier. This is usually between a three and five point increase, which is substantial, especially if the effect can be triggered every turn. Fortunately, the equipment that provides Arcane Synergy makes this easy.
This ability is best on a dual wielder who can take three or more attacks per turn, potentially getting 15 or even 20 extra damage per round.
The ring and Diadem of Arcane Synergy
Both give two turns of the effect when they are triggered. The ring requires the wearer to cast a cantrip, while The diadem only requires the wearer to inflict a condition on another creature. There are dozens and dozens of conditions in the game that are all easily applicable, some not even requiring action on the player’s part, which makes this item very easy to use reliably. The little bit of extra damage per attack is handy, easy to use, and feels very thematic for spelllade builds BG3.
7
Lightning charges can pile up damage through the roof
An easy strategy for many images
Lightning charges are a known quantity in the BG3 fandom, probably because of how accessible they are. There are Seven items that can provide lightning charges to the wearer, And six more that benefit the player with flash charges. Many of these items are available in the first act, and players first starting often notice the synergy they provide and equip them all on one character.
Mechanically, lightning charges are an attack and damage boost, Give a +1 to attack and damage rolls while players have none. Unlike many other effects, Lightning Charges do not get stronger with multiple stacks. However, when you get five stacks, a player’s next attack will deal an extra 1d8 lightning damage and expend all charges.
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Lightning charges work well with spellcaster builds that rely on them Magic Missile
Elderch Blast, or Scorching Ray, since they boost each individual attack. And of course, other things like these Protection sparkswall
Benefit in other ways from lightning charges. It is worth noting, however, that The power of a lightning charge builds off at higher levels, And players clinging to multiple flash charge-based items may impede their own power.
6
Force Conduit provides heightened protection
Heavy Armor Lord, eat your heart out
Force Conduit is a defensive buff that players can use to avoid damage from certain attacks. Three things can give stacks of it: the Skinburster
Rippling craft mail, and Swire’s sledboard. Each stack of force conduit a character has Reduces incoming physical damage by one, And since the effect can stack up to seven times, it can end up reducing damage monumentally.
Compared to Heavy Armor Master, which lowers incoming physical damage by 3, Force Conduit can easily outpace its defensiveness. Then, combining both is possible, which can help create the ultimate tank character.
The effect can also damage enemies, since In five or more stacks, all creatures around the wearer take 1d4 force damage When the carrier is hit. The damage may be negligible, and the effect is certainly defense-focused. Still, Force Conduit is an extremely powerful condition that more players need to take advantage of.
5
Reverberation is a great effect for shutting down enemies
Storm Clerics will feel more powerful than ever
Reverberation can be given by four items in the game, and interacts with many more, as it often works in tandem with thunder damage. Reflection works somewhat like mental fatigue, inflict a -1 penalty on affected creature’s Strength, Dexterity, and Constitution saving throws. It differs, however, in that at five stacks of reverberation, creatures take 1d4 thunder damage and may fall prone.
This is super useful, as knocking enemies prone can Take away their reaction, cancel their concentration for an instant, and reduce their movement speed On their next turn. Plus, they have a -5 penalty on the saving throw against falling prone from the reverberation itself, meaning it often works. This effect combos wonderfully with Magic Missile, which can deal five stacks in a single turn, or with something like Spirit guardians
That deals damage every turn.
4
Momentum is useful for navigating the battlefield
Speed ​​is time, time is damage, damage is power
Movement is super important in Baldur’s Gate 3Given how much positioning and range plays in combat. The more movement a character has, the better off they are, and momentum gives a direct boost to movement speed. Each stack of momentum grants a five-foot bonus to movement speed per turn, and since the effect stacks up to five times, it can eventually grant a +25 ft. bonus, Almost doubling the base movement speed of most characters.
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Momentum’s usefulness is boosted by how early a certain number, the rush paddle
Can be acquired in act one. Players can use this effect from the beginning to the end of the game, and it stays good the whole way. The only downside to Momentum is that All stacks are removed when a character is stunned or knocked prone.
3
Radiant Orb increases the defense of the entire party
Blind your enemies with radiant light
Radiating Orb doubles as a way to increase visibility during a fight and Decrease enemy’s chances of hitting with attacks. This condition inflicts a -1 penalty to attack rolls per stack that is applied, up to ten stacks. Much like Force Conduit, this condition is a defensive one; Unlike Force Conduit, it works to protect everyone in the party.
Inflicting any kind of penalty on enemy attack rolls can wipe out even the most threatening opponents, and the items that cause Radiant Orb do that well. The Coruscation ring
Especially sets himself up for success, since It applies an orb to enemies that take damage while illuminatedAnd the orbs behave like light sources.
2
Wet and Chilled both synergize with many things
Great setups for lots of punch lines
Admittedly, wet and chilled are both a little different from the other conditions on this list, since They are more often considered environmental effects. But to omit them would ignore how many players create builds specifically around the effects of enemies to increase damage output. That’s because chilled enemies take double cold damage, and wet ones take double cold and lightning damage.
Enemies can be wet with the spell Make water
Throwing barrels or bottles of water, or just by knocking them into wet surfaces. Chilling enemies is done with cold damage from certain spells and equipment.
Both of these effects can be used to set up groups of enemies for huge damage from AOEs like cone of cold
and lightning bolt. But they can also work together to destroy enemies. Chilling a wet creature will freeze it, Restraining it temporarily and making it vulnerable to even more kinds of damage. The creative potential of these effects is truly impressive.
1
Arcane Acuity is the perfect ability for any battle mage
Success begets success, over and over
Finally, Arcane Acuity is probably the most powerful effect in the game for player characters to use. it Increases spell attack and save DC by one for each stack of it, And since it stacks up to ten times, that’s a potential +10 to saving throws against all of one’s spells. This kind of buff can turn abilities normally hard to use, like a toothbreaker’s control undead, into safety. And it’s generally good for any spellcaster in the game.
Five items give this effect, including one potion: the Elixir of Battlemage’s Power
Which grants a flat three stacks of Arcane Acuity at the start of each turn. The potion is what makes this effect so good, since it lasts a whole day, and is basically just A +3 to all spell attacks and saves until the next long rest. It even sidesteps the usual weakness of Arcane Acuity: that damage reduces the stocks. Any magic should use this condition in Baldur’s Gate 3Since it is just too powerful to ignore.
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