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Baldur's Gate 3
Cheat Codes:
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Submitted by: David K.
How to Solve Finish the Masterwork Weapon Quest:
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Written by FlaskkYT
-=Guide to Finish the Masterwork Weapon Quest=-
Finish the Masterwork Weapon is a side quest you can pick up in the underground
section of the map inside the blighted village.
Breaking this wall will give you access to the area the quest can be picked up in.
You could collect the large amount of weapons (note that the masterwork weapon
will require a sythe, greatsword, or dagger so you could leave one of those there
for later).
After picking up the quest from the chest and realizing you need susser bark, the
bark can only be found in the underdark and is protected by several level 4 hook
horrors which can be devestated to an unprepared team.
The hook horrors can be more easily managed by bringing them up onto this ledge
here and after taking a swing you can push them off the ledge for some heavy fall
damage, they will then waste their next turn getting back up onto the ledge.
Defeating them you can now loot the tree of it's bark.
Heading back to the forge and using the bark on the fire will turn the flames
blue.
Now use either a greatsword, scythe, or dagger on the forge to finish the
masterwork weapon.
Enjoy your new Sussur weapon!
How to Obtain Sorrow Legendary Weapon:
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Written by FlaskkYT
How to obtain the legendary weapon, Sorrow. Sorrow is a unique 2-hander with a
powerful ability.
The glaive can be obtained once you have access to the Druids’ Chambers.
A book can be found stating that “Rath” has a mysterious rune.
You are able to obtain this rune by pickpocketing or killing him, I preferred
to play the campaign murder free but this doesn’t mean I was against sticky
fingers at times.
A successful pickpocket will yield the room and navigating back to the statue
surrounded by runes and placing your own newly commandeered rune will open the
secret passageway.
The legendary weapon is now available to be obtained and is sitting on the table.
While looting all the other goodies you will also obtain the Robe of Summer,
granting a resistance to cold damage.
Sorrow is a rare 2 handed weapon which deals 1d10+1 slashing damage and has the
spell, ensnaring strike which deals 1d12+3 slashing damage, and entangles your
target. The downside to this weapon is that each successful attack the weapon
deals 1 psychic damage to it’s wielder.
I don’t see this as a huge downside and still feel that it’s an extremely
effective weapon that will provide an instant boost to your party.
Useful Tips and Tricks:
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Written by Crunchie
Just a collection of stuff that is not immediately obvious when playing the game.
Also some ideas for characters and stuff.
Top tip: Avoid teleporting spiders.
*Magic items are dope.
*The higher charisma your character has the better they are at bartering, so maybe
let the warlock do it, 'ey.
*Finesse weapons allow you to add your dex to your melee attack rolls rather than
your strength. Very important for high dex characters.
*Do not attack an entire camp of enemies when you are in the middle of their camp.
Seriously, is not a good idea.
*You can fast travel from almost anywhere, good for escaping places you don't want
to be in anymore.
*The purple runes on the stones are fast travel points. Keep an eye out for them.
*The pie is a lie (I like pies).
*Your companions will like or dislike your actions. Play your cards right and you
can have some fun. Or turn down everyone like the socially awkward person you are
and realize why you are still single IRL too.
*Friend? or Food?
*Eldritch blast is a warlock spell that uses no spell slots so you can use it + your
hex to deal consistent ranged damage. Or you can just punch them in the face and feel
like a badass for 0.0012 seconds before the wizard next to him turns you into crispy
bacon.
*Warlocks have a Sugar Daddy, or Mommy. Not sure which. Not judging, just thought
you should know that the spells and stuff are on loan. Hence only two spell slots.
*Speaking of Hex. The type of ability score you hex will determine the affect of the
hex. So, if it's a big strong dude who hits really hard in melee, hex strength so he
can't hit you. Hex the dexterity of the archer, so they also can't hit you. Or combine
and hex to wisdom and a spell from another caster to give that spell a better chance of
working. Sleepy sleepy trolls.
*Wizards are kinda cool, they can do immense damage, but are also so squishy.
*That means that don't have much health. But it's more fun to say squishy.
"squishy" hehehehehe
*Wizards should get more AoE spells (big blasty spells) later on but I haven't seen
them so far in Early Access.
*Read the description of items before equipping them. Otherwise you may find that
gloves of blasting blow *you* up!
*Some items give you spells. Movement, attack and healing spells are the most valuable
in my opinion. But you do you.
*Dex adds to your AC, making you harder to hit. This is more important for people in
the front with light armor. * cough * rogues * cough *
*Key ability scores for each class will change. This should be your highest score.
In general though this is str for fighter, dex for rogue, int for wizard, wis for
cleric, and wis or dex for ranger.
*This will change on how you specialize your class though, so if you decide to run a
melee ranger (why? tho?) then str and con will be more important because a) you want
to hit & b) you want to not die.
*Speaking of, dying is not the end. It is merely another path. Which all your
characters must take.
*Seriously tho if you all die just reload a save, quick save is your friend. If only
one or two die, it'll be fine. . . I think.
*Enemies are more intelligent and less forgiving than your average combat encounter
run by your friendly dungeon master. So expect to get flanked, put to sleep, have a
single character focussed down, and all the things your DM could do to you IRL but
doesn't because he wants you to come back and play with him next week.
*Save before you go to go to camp / long rest. A lot can happen, personal drama,
cinematics, new friends, and it's very easy to put a foot wrong when you you were
just trying to be funny. Just like real life. So save, it's not save scumming if it
was unintentional !
*Size matters. The bigger the die being rolled for your weapon damage, the more
damage it will do, however, more die, of a smaller number, offer more consistent
damage (If you want to know the nerdy math behind it, 2d6 cannot roll lower than a
2, but have a lower chance of rolling two 6's. Where as a d12 can roll a 1, but has
a 1/12 chance of rolling a 12. Overall, the affect is debatable but more die tend to
feel more consistent than larger, but fewer die).
-=Combat=-
*Press ctrl to change the direction your characters are facing. This matters because
Backstab is a thing (basically you get a bonus to your attack roll if attacking from
behind) this applies to all enemies and your characters too.
*Better armor is rare, only the outfit (or chest piece) actually changes AC (shields
also add to it) otherwise, boots, gloves, head pieces and jewelry apply bonuses.
Such as +1 to dex save or (in the case of a rare magic item) intelligence set to 18.
*Start the fight whenever you can, getting the jump on the enemy is the difference
between life and death. Preferably from stealth. With a rogue. This give you a
surprise round (A surprise round is a full round where the enemy does not get to
act) (note that when trying this method, often your other characters, if sneaking
or out of range, will not immediately join the fight, you have to make them join
manually)
*Crowd control is the biggest deal in this game. Anything that can stun, terrify
or put to sleep the enemy. Basically, make the enemy have fewer turns & actions
than you makes it a lot easier to win.
*The two most powerful spells I have found in the game so far are bless & healing
word. They aren't fancy or flashy but boy howdy are they effective. Cleric FTW.
-=Race & Class=-
*Rogues do sneak attack damage when they attack from stealth. As you level up you
can use a bonus action to hide again as a rogue. However, you need to make sure you
are out of line of sight of the enemy to do this.
*Ranged Rogue is kind of a thing. It is more effective to be a dual-wield melee rogue.
As you get to attack again with your off hand as a bonus action. Letting you get as
much as four (!) attacks off per round, compared to a ranged rogue's single attack.
*Your race matters. . . like, elf and stuff. Uh, to clarify, I mean that, for
example, if building a rogue, you want darkvision, you may also want the proficiency
with shortbows + longbows that a Wood Elf gives you or any other racial bonuses.
*Humies are boring. Get horns (It's an RPG, stop playing human fighters, ugh).
*The rogue is... wait... where is the rogue?
*The cleric is pretty essential to any party. Healing word is a bonus action that
lets you pick up allies from a distance. There is no reason to ever not have healing
word. Keep healing word in your spell list!
*Bless is also kinda dope. Bane (anti-bless) is more situational but more useful
in those situations.
*Fighters are you standard, uh, fighty-person. I wonder what they do? Hm. Nice to
have, but not necessary for survival.
*Do not make fun of their funny noses. Do not make fun of their noses. I just..
wana tweak it.
*Tieflings are kinda. . . horny.
*Elves are pretty awesome and quite strong as a choice. Everyone will think you are
probably stuck up because you think you're better than them. Which is quite unfair.
You know you are better than them.
How to Get Your Own Owlbear Cub:
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Written by Dr Nilsson
-=Owlbear Cub Quick Guide=-
If you killed all the goblins then I believe that you cannot get the owlbear cub.
The only way I have figured out how to get it is by:
* Kill it's mother in the owlbear cave.
* Leave it alone to eat its mother.
* Leave the cave and end the day (long rest at your camp).
* Go to goblin camp and find the goblins playing "chicken chase" with the owlbear cub
(on the west side).
* Talk to the goblin running the game and get through the dialogue but end with
refusing to play the game because of cruelty.
* Talk to the owlbear cub (via speak with animals potion or other similar effect)
and tell it to come with you. It will want to but be afraid of leaving the goblins.
* Talk to the goblin again, but this time there is an option to say you want to
leave with the cub. Select this and intimidate/persuade/illithid tadpole your way
to success.
* The cub will run away. Now you just have to do other stuff/wait for it to show
up at your camp. It showed up at my camp after a few long rests.
Hints, tips, tricks, and secrets:
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Easy Classes: Martial classes are the easiest to use —- any class that focuses on armor,
strength, and lots of big weapons. They are not necessarily the most powerful, but they
are simple and straightforward. The Warlock is the simplest class to understand if you
are aiming for magic-users. If you want a little bit of both, the Cleric is a great
martial class with healing magic.
Change Character Turn Order: In combat, it is possible to alternate the turn order for
your characters —- but only if the turns are together. If you have three party members
taking turns at the same time, then an enemy afterwards, you can swap your party member
turn around however desired before the enemy turn. You can do the same if you just have
two characters taking turns at the same time. This can be very useful.
Throw Potions For Quick Healing: Potions can be thrown at allies for quick healing.
However, the breaking glass does cause damage -- so do not use this technique if your
ally has almost no health. You can also throw potions on the ground to create a little
pool of healing your party members can stand in.
[Right-click] to Inspect and Learn Secrets: [Right-click] to Inspect is useful for
examining the world. If there is a weak wall, make sure to inspect it to see which type
of damage needs to be applied. Force or Blunt damage will knock down walls, while
piercing or slashing damage will not help at all.
Lure Enemies to Death: The Find Familiar spell summons a Familiar you can command and
lure into advantageous combat areas. Summon a Familiar and lure enemies under a rooftop
so you can easily snipe them. The distraction can be very useful.
Use the Environment to Your Advantage: Using the environment can be your best weapon.
Pushing enemies off ledges, luring them into traps, or setting off explosive barrels
are great strategies for tough fights. You can also throw a poison potion on the ground
in a chokepoint and defend that position, poisoning incoming enemies as they try to
reach you.
Note the Different Types of Spells: There are two types of spells in Baldur's Gate 3
—- instantaneous and concentration. Instantaneous spells are cast immediately on use,
but Concentration spells take some time. If you are attacked while trying to summon a
Concentration spell, you will have to make a successful ability check or your spell
will be interrupted.
Do Not Spam Spells –- Use Alternate Methods: Everything in Baldur's Gate 3 works off
a cooldown that is quite long. You will have to take short rests to recover some
abilities and spells, and others can only be recovered after a long rest at your
camp. Try to save spells for situations where you are outnumbered or in a tough
fight. Use alternate solutions for battles —- like kicking enemies off ledges.
Rogues Tricks: Rogues are normally good with bows-and-arrows, but they are also
good in close-range. If you are in a fight, you can jump (Free Action) to avoid
reaction attacks and retreat, or you can enter sneak on your turn and hug the back
of an enemy for a sneak attack. It seems strange to activate mid-battle, but it
can work. With bows, you can dip your arrows into fire to set them ablaze and burn
enemies. Try taking the high-ground as well. You will get bonuses for accuracy and
range. Additionally, if an ally is standing next to an enemy in combat, you will
have a better chance of hitting that enemy. The same is the case for magic-users
trying to sling spells.
Throw Teammates and Enemies: If your strength is high enough, you can throw
teammates and enemies. You can pick up enemies and throw them over a ledge for
a quick kill.
How to Get Owlbear:
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Written by Dr Nilsson
A guide on how to get your own owlbear cub.
-=The guide=-
Thanks and credit to Call_Me_Gibletish on the BG3 reddit.
If you killed all the goblins then I believe that you cannot get the owlbear cub.
The only way I have figured out how to get it is by:
1.Kill it's mother in the owlbear cave.
2.Leave it alone to eat its mother.
3.Leave the cave and end the day (long rest at your camp).
4.Go to goblin camp and find the goblins playing "chicken chase" with the owlbear
cub (on the west side).
5.Talk to the goblin running the game and get through the dialogue but end with
refusing to play the game because of cruelty.
6.Talk to the owlbear cub (via speak with animals potion or other similar effect)
and tell it to come with you. It will want to but be afraid of leaving the goblins.
7.Talk to the goblin again, but this time there is an option to say you want to leave
with the cub. Select this and intimidate/persuade/illithid tadpole your way to success.
8.The cub will run away. Now you just have to do other stuff/wait for it to show up
at your camp. It showed up at my camp after a few long rests.
Tips to Beat Phase Spider Matriarch:
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* First of all be at least lvl 4.
* Next thing – wyvern poison. Sneak atack with Astarion with poisoned crossbow.
It can take over half it’s HP in a single atack.
* To finish it off, magic can also wreak it. Just hurl thunder chromatic orbs or
shoot fire rays at it with Gale.
* Better still if YOU are a sorcerer with Quicken Spell and speed potion in your
pocket. You will demolish the poor spider in a single turn.
Guide to Speak to Animals:
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* Druids can speak to animals if they are wildshaped.
* Bard, Druid and Ranger can have Speak With Animals spell (1st level).
* But there’s a lot of Speak With Animals potions in the game.
* Paladin Oath of the Ancients should get it at level 3 as well.
-=Final Note=-
Wizards can also gain Speak With Animals if they find a scroll (and you will). And,
yes, there are items, too. But, if you want to play a spellcaster other than Druid
and want to be guaranteed early access to it, go Warlock. It’s a good, fun class
anyway, really.
Useful Tip:
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We aren’t sure yet if the camping provisions automatically access your camp chest
in the final build, but it didn’t in EA. So here is a handy tip that saved me tons
of time and energy when dealing with long rests.
Keep a couple backpacks and sacks on you at all times. As you collect food items,
fill up the bags with somewhere between 7-10 weight with food and then send the bag
to camp. As you travel, try to keep one pack with at least the 40 food needed to
rest, and just keep sending other packs full of food to camp.
Then if you ever hit a dry patch in food collection when you head to camp just grab
one of your already full packs and pull out food from the pack rather than digging
through your entire camp chest to find what you need. Not only does this save you
time, it keeps your inventory from getting cluttered will rolls, wine, and the single
kiwi in the game (WFT did it come from?).
Side note: This method also works well when you want to just sell a bunch of junk but
don’t want to have an inventory cluttered with items you don’t care about. Just shove
em in a bag and sell the bag full of junk rather than hunting down each item when you
get to the shop.
Tank for the Team:
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It’s not necessary but you would have to plan out how to compensate for the lack
of damage sponge such as spells that increase your AC, making your characters super
fast through handy spells like haste.
Honestly if you lack a tank adding in a buffer and debuffer can basically fulfill
that role and act as a damage mitigator and making everyone as mobile as possible
and long-range reduces how effective enemy melee can be. A buffer and debuff caster
can also double as utility out of combat in ways a tank may not be able too.
Downside is spell slot limitations of course.
Also, have sneak on always to add some potential bonus extra long-range damage
combat before combat. So a dex heavy and low armoured party would work well for
that. Also have positioning in mind too to plan where your party is difficult for
your enemies to reach you.
How to Get the Jack of All Trades Achievement:
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Written by Aldremnahkip
-=Preparation=-
First off, You need to get to level 12 on your party, as experience is shared among
everyone, even Followers in your camp that you don’t Use. You likely can see where
this is going. You should get to level 12 Late into Act 3 (But not before the Finale)
Provided you do plenty of exploring.
-=Execution=-
If you have already leveled all the origin characters into the same class more than
once, there is still another way, Wither’s Hirelings also count for this Achievement,
and Don’t count as a class reset upon Hiring, So hire a Hireling and Put one level
into each class. The Hireling should immediately be able to level to level 12 Upon
putting them in your party if your party is already level 12. If not, Just gather a
little bit more experience if possible and you should be good.
How to Recruit Minthara Without Killing:
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Written by Sacuraisy
Minthara, the Dark Elf who’s pledged her allegiance to Absolute, has proven one of
Baldur’s Gate 3‘s more popular NPCs, and if you play your cards right, she can become
a romanceable companion. But you need to get your hands dirty if you want her to
join up… or do you?
-=Foreword=-
Typically, you get this badass Drow on your side by completing a quest she gives you
to slaughter pretty much everyone in the Emerald Grove. So, with a little assistance
from Minthara’s goblin troops, you’ll end up knee deep in Tiefling and Druid corpses.
Then, you’ll have earned her favour. There is a little more to it than that, but the
general wisdom has been that you can’t recruit her without a bit of carnage.
-=How-To=-
* Speak to the Tiefling children (Mol’s gang) about stealing the Druid idol.
* Steal the idol to stop the ritual, using stealth.
* This will start a fight between Tieflings and Druids so run or sneak out.
* Report the grove’s location to Minthara and when she and you go back you’ll find
all the defenders dead. You’ll then be able to recruit her later in the game.
Tank Companion Tips:
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Barbarian with Wildheart subclass and Bear Heart takes half damage on everything
(other than psychic, IIRC?) when raging and has the highest basic hit point pool
in the game.
A Fighter with heavy armour, a shield and right fighting style will reach way higher
AC, however, making them harder to hit.
Then there are some Feats you might look into, such as Sentinel or Polearm Master
that can help with preventing enemies from running past you.
But as a curveball choice you could even consider tanking as a Circle of the Moon
Druid, whose wildshapes have their own hit point pools, and your “main form” doesn’t
take damage until the wild shape is out of hit points.
Wouldn’t necessarily recommend that last option, however, because they will get hit
so so much.
Inventory Management Tips:
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There is a inventory management, that isn’t explained in the help section.
Left Click on item in your inventory, Shift left click another item and all items
in between will be selected. Then all items can be drag-dropped.
Unbelievable how many single item drag and drop I have done until now. Why isn’t
this simple inventory management trick explained anywhere in the game.
You can also Ctrl-click to select different items which aren’t next to each other.
Another good tip is to pick up pouches/sacks/backpacks, load things like potions
and arrows into them, and then drag the bag onto your hotbar (you might need to
unlock it with the little lock symbol). Clicking them from the hotbar opens the bag.
On gamepad, Right Trigger adds the current item to the selection (like Ctrl+Click),
so you can use any menu choice on a whole bunch of things at once.
How to Rob Shopkeepers (Fast Way):
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* Gift a merchant so much of stuff/gold until their attitude grow to be allied
to you, making you see them as green instead of yellow on minimap.
* Cast feign death on them which works only on allies.
* If needed cast fog/darkness on the merchant to obscure the area.
* Rob everything back, all the good, whatever you want from the comateous
“allied” merchant.
* Escape safely while they are still comateous.
If You Stuck at the Shar Temple:
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Here’s how I solved it.
The elevator wasn’t there for me. I had a singular traversal gem, and what I
thought was 3 Umbra Orbs (really I had 5!), and the altar with two interactables.
At the nearby waygate, I dropped the three orbs I had and a fourth one in another
character’s inventory on the ground. Only three showed on the ground.
I went to interact with the altar and got the prompts to talk to Shadowheart and
leave examine the altar.
I went to click the traversal gem and nothing happened. Again, the elevator
isn’t even there. There is no right gem like people are claiming.
On my way back toward the altar I interacted with it again and got the insert
prompt I was looking for. I exited out and went to go pick up the orbs, but only
three showed on the ground. I picked those three up.
I inserted one into the altar and I called the elevator over with the SINGLE
TRAVERSAL gem I had an option to see. The altar now visibly showed two gems in
it. I checked my inventory and I had three orbs. Two in my inventory and one in
Shadowheart’s. I know, if you’re following my directions there should only be
two orbs here, but I had three in my inventory anyways, hence the bug.
I was then able to use the right traversal button everyone is mentioning and
finish the puzzle.
Guide to Win House of Grief Battle:
-----------------------------------
* Don’t deal any radiant damage.
* The knight enemies (Dark Justiciars) are the real threat in that battle (90%
of the enemy damage per turn). If you can, lock them down with some kind of
CC or take them out early.
* There’s a ring you should have recieved as a reward for playing hide and seek
in Act 2 that makes you immune to being blinded, use it on a spell caster.
* This is a good fight for AoEs (lots of low hp enemies that like to swarm):
haste a caster, give them a bloodlust elixir and drop 3 AoEs on them a turn.
-=How-To=-
Probably the hardest battle of the game. If you aren’t level 12, you probably
will want to go do other things to get leveled up.
I ultimately ended up kiting the enemies and back tracking away from where this
battle is located. Was able to keep enough distance so that my team stayed alive,
and there are a lot of choke point opportunties. I had Minsc, and made very
generous use of that spell that makes thorns cover the ground, so that the
enemies had to walk through it to fight us. It was chipping their HP down
significantly before they even got close enough to attack.
I thought that by kiting the enemies you encounter first backwards and out of
that building, that I would be able to at least turn one battle into two — so
I could rest between them. But all enemies do end up chasing you as far back
as possible.
But with the AoE spells whittling them down, it became a fairly easy battle.
Useful Tips for Defeating Gnolls:
---------------------------------
The easiest time I had with this fight was getting into the cave near the leader
and funneling them into the mouth of the cave and tossing out Spike Growth, Cloud
of daggers, and a Fog spell.
If that’s not an option, try to have them gather on the small paths and AoE them
down with things like Alchemist’s Fire or grease and fire bolts.
Enter the cave from an alternate route, use tadpole to force leader to fight the
other gnolls. Perfectly doable at level 1.
Even if you don’t want to enter the cave, there are other routes that have you
outside the cave but at a height advantage on the Gnolls. Explore the map a little.
Heck I haven’t tried this tactic, but I’m pretty sure it would work to solo the
fight by casting sanctuary on yourself, initiate combat, and do absolutely nothing
while the leader slaughters its friends since I’m pretty sure the flail it carries
forces it to attack allies if it can’t hit an enemy.
How to Deal with Minthara and Ragzlin and Gut:
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Ask Gut for a little privacy. Stick three of your party members in Gut’s room in
stealth while your main character asks for the audience.
While talking to Gut switch characters to one of your companions and try to kill
Gut with impunity. If you can’t one shot her then try hold person or silence on her
so she can’t call for help.
You can kill all of the various loose goblin groups outside of Ragzlin and Minthara’s
area without alerting anyone. You can also destroy the war drums that get played when
you start combat and call allies.
Then go and kill Minthara. You can do the same thing with one character starting a
conversation with her to make a sneak attack easier to position for. She also has a
war drum in her room, so make sure to destroy it immediately.
Ragzlin’s a little harder, and when he goes down all of the goblins will turn on you.
The easiest way to beat him in my opinion is to cast crown of madness on him so he
destroys his buddies while you take out the rest of his group.
Then finish him off. You can put archers and mages in the rafters to give them height
advantage and keep them out of harm’s way if necessary.
Farslayer of Bhaal Tips:
------------------------
Here are few tips for Farslayer of Bhaal.
* Use invisible potions or have your wizard learn a scroll of invisible.
* If you have a druid turn into a panther and get behind him.
* Use force tunnel and shoot him into the abyss.
* You can use any other summon to start the fight (preferably something with
fire resistance).
How to Beat Marcus and Save Isobel:
-----------------------------------
This fight is extremely difficult to win first time blind unless:
A.You are an expert player, and also
B.You are sufficiently lucky with your initiative rolls
It is more than possible for Marcus and his adds to take down Isobel against any
defence if the initiative rolls go against you.
There are a number of strategies expert players can use to save Isobel playing
this encounter “straight”. However if you’ve already lost your first attempt, and
given it is seriously disadvantageous to allow Marcus to abduct Isobel, then I
would recommend using 20/20 hindsight to make this fight easy.
Unless that is you want to spend some time to use this fight to study expert tactics.
Again there are several ways to do that but the simplest by far is to block the doors
to Isobel’s room before you speak to her. That way you just have to deal with Marcus
himself and the two gargoyles that come down through a hole in the roof.
Once you’ve dealt with those three Isobel with be safe and dealing with the remaining
gargoyles is a simple matter.
Tips and Hints:
---------------
Initiative is ‘Easy Mode’. If you can get your whole party to have 5+ initiative
then they all get to go first each turn. You can apply buffs/debuffs with your
casters and then destroy all enemies with your melee characters before the enemies
get one hit in. Use the Alert feat, high dex, and items to raise initiative.
Haste over-powers all your characters. The sweet spot is to have a high initiative
sorcerer use Twinned-Spell to cast Haste on your two melee characters as the first
thing when a fight starts. The melee characters can then slaughter everything, with
your two casters mopping up.
Multi-classing is a must to make any character much, much more effective. One of
the best dips is into a level of War Cleric, which gives you all armours, shields,
buffs to rolls and saving throws, and War Priest. Sorcery’s Metamagic (particularly
Quickened and Twinned spells) can double your casters’ power.
A very effective party is two melee characters (e.g. gith straight fighter and
paladin/fighter) and two casters (e.g. sorcerer/cleric and cleric/sorcerer).
Respec the characters in your party as soon as you can. The Abilities of the stock
characters are sub-optimal, and you should also plan early for multiclassing.
Use Ilithid powers to the max. There is no downside to this. Particularly good are
the reaction spells that counter attacks etc. The moment you hit Act 3, you want
all your party to take the enhanced Illithid abilities to get Fly for free for all
your party. This is the second ‘Easy Mode’.
Make getting and exploiting the items that max out an Ability a priority and then
respec a character accordingly. Throughout the game you can be scrambling to get
one or two extra ability points, but in comparison a pair of gloves that, say,
give 18 dex is really powerful. You can respec your abilities to min that ability
and put all the ability points into something else, for instance to support a
multi-class.
Make use of the vendors in Moonrise Towers. Both the vendors in the entrance hall
sell some key stuff, and another NPC gives a +2 permanent str buff. Some people
only use the (also key) vendors at the Last Light Inn.
Pickup and sell everything – except good magic items, as you never know when you’ll
need them. If you hit Act 2 and then Act 3 with 10-20K in your pocket then you can
go on shopping spree at the new vendors for buffed gear that will help tackle the
tougher enemies. Volo is your friend in fencing your purloined items. Rescue him
both times so that he’s always in your camp to sell your junk to and to buy from,
but you can lose him for a long time if you progress the dialogue with him to try
to extract your tadpole, so I prefer not to do that.
Don’t be afraid to back off and escape from a tough fight. You only need to get
one of your party out alive, whilst the rest of your party covers their escape.
House of Grief and the dragon fight spring to mind here. Even if the area map is
red, you can retreat outside the area, go to camp, restore, and then go back at
full strength for another go.
Tips to Beat Act 3 Honor Mode:
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Written by ABulletTooFar
If you just take your time, build a well rounded and well geared party, and make
sure you’re prepared at all times (i.e. don’t walk around unknown areas with few
spell sluts or heavily damaged, always have plenty potions on you, etc.) you should
be fine.
Other than some more health and a couple of abilities that don’t even trigger if
you focus them down in one or two rounds, bosses aren’t that much harder than
Tactician. As long as you aren’t Leeroy Jenkins’ing it you should be fine.
The path of the least resistance depends on your main build as the best action is
to do the encounters that gives you the best items for your build . Also the vendors
have some top level items so may try look at their inventories as a priority to buff
your builds.
Rivington is light on combat, and what combat there is isn’t especially dangerous,
if you’ve picked through AoM in Honor Mode. I would suggest that you avoid causing a
ruckus in the vicinity of the Duke of Baldur’s Gate however, as that can get out of
hand quickly.
Once you’re in lower city, stick to the main streets, and don’t wander into any
building unless it’s clearly marked as a shop of some kind, to get access to some of
the better equipment straight away. Stormshore Tabarnacle, Sorcerous Sundries 1st
floor, The Street Smithies near Lower City Wall, The Demon’s Forge, are all decent
options.
There are some very notable encounters inside Lower City, and they might be a handful,
but most of the ‘street level’ encounters should be alright. I personally like to hit
up the graveyard.
Regain most expended spell slots and class features without taking a long rest:
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If you pay 100 gold to withers to re spec your character, you will be reduced to
level 1 and have the EXP to level up to your previous level. When you do you will
regain all expended spell slots and class features except those you have at first
level. This is an easy way to regain your features without long resting.
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