Reverberation

reverberation icon 

Affected entity has a -1 penalty to Strength, Dexterity, and saving throw icon baldursgate3 wiki guide 48pxConstitution Saving Throws per remaining turn.

When the entity has 4 or more turns of Reverberation, it takes 1~4damage thunder icon bg3 wiki guideThunder damage and possibly falls prone status effect icon baldurs gate3 guide 64pxProne. The condition is removed afterward.

Creatures Immune to Thunder damage can't receive Reverberation.

Reverberation is a Condition in Baldur's Gate 3. Conditions are the different status effects that can affect characters in both positive and negative ways.

Reverberation Information

  • Effect: Affected entity has a -1 penalty to Strength, Dexterity, and CON Saves per turn remaining.
  • When the entity has 4+ turns of Reverberation, it takes 1-4 Thunder damage and possibly falls prone. The condition is removed afterward.
  • Creatures Immune to Thunder damage can't receive Reverberation.

    reverb

How to Acquire Reverberation

Reverberation Notes & Tips

  • As of 08/10/23, the prone check at turn 4 appears to not be working

 

 
All Status Effects in Baldur's Gate 3
A Clown in Town  ♦  Acid  ♦  Animalistic Vitality  ♦  Anointed in Splendour  ♦  Arcane Charge  ♦  Arcane Synergy  ♦  Auntie Ethel's Hair  ♦  Aura of Leadership  ♦  Awakened  ♦  Bane (Status Effect)  ♦  Befuddled  ♦  Berserk  ♦  Bleeding  ♦  Blinded  ♦  Bliss Spores  ♦  Blood  ♦  Bloodless  ♦  Braced  ♦  Brand of the Absolute  ♦  Burning  ♦  Buthir's Wrath  ♦  Calmed  ♦  Caustic Brine  ♦  Charmed  ♦  Chest Trauma  ♦  Chilled  ♦  Cold  ♦  Crippled  ♦  Dazed  ♦  Dead  ♦  Death Wish  ♦  Difficult Terrain  ♦  Distressed  ♦  Down  ♦  Downed  ♦  Drunk  ♦  Electrocuted  ♦  Encrusted with Frost  ♦  Encumbered  ♦  Ensnared  ♦  Entangled  ♦  Enthralled  ♦  Enwebbed  ♦  Exhausted  ♦  Feeble  ♦  Fire  ♦  Frenzied  ♦  Frightened  ♦  Frostbite  ♦  Gaping Wounds  ♦  Githzerai Mind Barrier  ♦  Hamstrung  ♦  Happy  ♦  Heat  ♦  Heavily Encumbered  ♦  Hypnotised  ♦  Incapacitate  ♦  Infernal Fury  ♦  Infested  ♦  Lethargic  ♦  Loviatar's Love  ♦  Magmatic Disturbance  ♦  Magmatic Regeneration  ♦  Mental Fatigue  ♦  Mirth-Wracked  ♦  Mud  ♦  Necromancy of Thay  ♦  Newborn  ♦  Noxious Fumes  ♦  Numbed  ♦  Obscured  ♦  Off Balance  ♦  Oil  ♦  Owlbear's Rage  ♦  Paid the Price  ♦  Paralysed  ♦  Partial Ceremorphosis  ♦  petrified  ♦  Pinched  ♦  Poison  ♦  Poisoned  ♦  Poisonous Fumes  ♦  Prepared  ♦  Prone  ♦  Psionic Enrichment  ♦  Psionic Weakening  ♦  Radiating Orb  ♦  Rallied  ♦  Reckless Warcry  ♦  Reeling  ♦  Restrained  ♦  Sanctuary (Status Effect)  ♦  Sapped  ♦  Shattered  ♦  Shocked  ♦  Silenced  ♦  Silvanus' Blessing  ♦  Sleeping  ♦  Slightly Drunk  ♦  Slowed  ♦  Soul Branding  ♦  Stunned  ♦  Surprised  ♦  The Tharchiate Codex: Blessing  ♦  Threatened  ♦  Turned  ♦  Twisting Vines  ♦  Unconscious  ♦  Under Operation  ♦  Water Layer Protection  ♦  Water Status Effect  ♦  Wet  ♦  Wrath



Tired of anon posting? Register!
    • What REALLY good on wizard:
      1) Gloves of Belligerent Skies. Has greatest synergy with two illumination ring from act 2. They do 2 radiant damage on every of your spells, make reverbation from ANY spells you do.
      2) Boots of Stormy Glamour. Make reverbation on any condition. Even if you don't do condition :) (there are not so many good boots for wizard, that's why they good)

      What NOT good for wizard:
      1) Spineshudder Amulet. Do reverb only on attack rolls like cantrips. There are many amulets that's better than this. Maybe good on sorcerers because of twin spells, but waste for wizard.
      2) Thunderskin Cloak. Activated only when you get hit. Activation rate - once per act.

      • It seems like Patch 4 may have nerfed this heavily, as it no longer seems to stack from multiple sources off a single attack. For instance, having Boots of Stormy Clamor and Gloves of Belligerent Skies, and inflicting a condition with a radiant magic attack (from, say, Coruscation Ring), gives only 2 stacks. The gloves should have procs off the damage, with the boots procing off the Radiating Orb, but they don't both proc.

        Radiating Orb seems to have been nerfed in the same way. :(

        • Anonymous

          Another reverberation build (My build for Karlach in Act I and II and Minsc in Act III):

          Monk's Step of the Wind to jump as you wish (and double your movement speed), Hamarhraft to deal thunder damage on jumping, Gloves of Belligerent Skies to inflict reverberation and Ring of Spiteful Thunder to daze on reverberated enemies. Simply jump around and apply enormous amount of debuff in turn 1.

          Doesn't deal much damage but is a huge source of CC. Can even get through the very end of the game if you have someone else to deal damage.

          For multiclassing, dip 1 into barbarian for adding CON into AC if you want to use the unarmoured movement of monk to jump even more and be tank at the same time. Dip 3 if you want to rage as bear to get resistance or elk for more jumps. Get 6 lvls in tempest cleric might also be good for the repulsion, but I just find it annoying in some circumstances.

          Other equips that could be useful: anything that makes you ignore difficult terrain, anything that adds AC, moondrop pendant to jump in and out enemies more safely.

          For stats, focus on STR for jumping distance and CON for survivability.

          • Anonymous

            Tried making a Meme Tank build but it has become OP now that prone works properly:

            1. Gloves of Belligerent Skies
            2. Callous Ring
            3. Luminous Armor
            4. Holy Lance Helm
            5. Adamantine Shield (for Reeling = Condition)
            6. Boots of Stormy Clamour
            7. Coruscation Ring



            With a radiant weapon to kick it off, you can have your tank dive into huge packs of enemies and trigger the first wave of radiant orbs + reverb, then on enemy turns when they try to hit attack, they usually miss from all the debuffs which inflicts radiant damage (reverb stack) and reeling (more reverb stack) causing chain reactions where enemies can result in 15+ radiant orbs all while getting knocked prone constantly for your other melees to get free advantage and safety from getting hit

            • Anonymous

              Some points:

              1. Spineshudder amulet doesn't exist. Not sure if it's a bug or if they thought it was too good, but it does not drop from the mimic.
              2. I believe effects like this(and Radiating Orb) were supposed to have a DC, because enemies have to roll a saving throw against the effect. It never matters though, failing or succeeding procs the effect anyway. It's why Radiating Orb is so ridiculous, you really weren't supposed to be able to stack it that hard, that easily.
              3. Boots of Stormy Clamour don't work at all.

              • Seems bugged, i have it capped at 7 and it doesn't seem to be dealing any thunder damage at all, the stacks tick down to 6, but no damage or other effects happen. Am I doing something wrong here?

              Load more
              ⇈ ⇈