I have noticed some great tips in the comments section of my videos lately! Keep on sharing. This community has proven to be an excellent source of info! Beginner's Guide Playlist - ru-vid.com/group/PL2C80dpweBO92nRHF3znXeJSEv84QepV8 Support the channel: 🔽🙏 🐺 Become a Member - ru-vid.com/show-UCi3RdvCWYMzdF-iUgG_0xLQjoin 🔴 Join the Patreon - www.patreon.com/WolfheartFPS 🔵 DISCORD - discord.gg/HEvSdNZ _____________________________________________________ 🎮GOG Affiliate Link - af.gog.com/partner/Wolfheartfps?as=1676346721 NOTE* Any game purchased even if not on my personal GOG partner page will support the channel (up to 7 days after clicking the link) 👕 Wolf Apparel Store - wolf-apparel-7.creator-spring.com _____________________________________________________ Socials - 🐦 Twitter - twitter.com/wolfheartfps 🟪 Instagram - instagram.com/wolfheartfpsru-vid.comgaming/emoji/7ff574f2/emoji_u1f534.png
Game filled with moronic gay agenda. Most annoying is forced gay randomness with gale not making a likc of sense when he literally chases a god. Moronic agneda in this game nonstop. The world is getting more aggressive from these clowntastic representations of gay as if it meant nonstop lust and a lack of self control. Idiots on discord couldnt handle one picture of countries actively recently rmeoving gay yet will try and tell you why gay makes as much sense as being straight. Moronic western ideals ill be glad to see completly removed from entertainment. Not a thing to even do with being gay, just a bunch of perverted delusional satanist.
I've been using that aid trick with shadowheart. Throwing this on top of that is you can basically get another another "short rest" by just healing up your party members back at camp with her cure wounds.
One tip I've made extensive use of but haven't seen it mentioned much.. in the underdark in the wizards tower you can find a "chest of the mundane" that turns anything inside it into a mundane item like a cup or plate while it's in but reverts when taken out. You can take this with you. It can act like a bag of holding. That 40 pound suit of plate armor? Now it's a 0.1 cup.. the thing weighs 40 itself but I've stored hundreds of items in it and it barely adds any weight then I just take all out when I'm at a shop and get several thousand gold for selling all the random weapons and armor I've hoarded.
@@WolfheartFPS as an extra it is funny to add some food into the chest and find when you long rest that one of the options to eat for that night is a plate...
Be careful because it currently breaks at the start of act three - everything inside retains its value but you won't be able to turn items back into what they were originally. it will also cease to work as a bag of holding because it won't transform items, into cups or whatever, anymore. Also read there were some other issues with no longer being able to sell said items (after the start of act 3).
You can combine the disguise spell with the spell that shrinks your character in order to get through even smaller holes. Turn into a gnome, then shrink spell, you can now go through burrow holes.
Which it really shouldn't. It´s supposed to be an ILLUSION spell. If you made yourself look shorter, and someone wanted to pat your new head, they´d hit your old, invisible head first. I mean, it´s a fun interaction, but this is such an insane buff to a 1st level, ritual spell. (Especially because in tabletop, there is a higher level spell that allows you this physical change.)
@@minkfi5652 I believe they're saying it lets you go through two levels smaller. There are small size holes that humans elves dragonborn etc can't get through but gnomes and halflings can. But there are also tiny ones that are usually reserved for tiny creatures and burrowing creatures. They're saying that combining disguise self to a gnome or halfling and THEN casting Reduce lets you go into the smallest size.
Small warning about potion throwing: the bottle does do impact damage, as well as its potion effect. If you throw a healing potion directly at a downed party member on their last check, that damage can kill them before the heal happens.
I first figured out the throwing potions thing during the first contact at Druids Grove. I watched one of the mercs outside the gate throw one to heal one of the npcs.
Most games will stop the gameplay and throw a tutorial at your face "HEY YOU CAN THROW POTS BTW". Meanwhile good devs like Larian just show it to you and let you figure it out pn your own.
A handy one I've found is if you put a camping supplies backpack in the travellers chest, send all your supplies to camp as you explore and then when back in camp, if you take the camping supplies backpack out and then put it back into the chest, all the food items go straight into the backpack. It made my camp chest more organised at the least!
I have never played a Baldur's Gate game before, nor have I ever played a game in its genre. BG3 is my first experience with this genre and to say I'm surprised is an understatement. I am completely blown away by not only the amount of content that the game has to offer, but the amount of replayability that this game has as well. It's practically endless. This really was a breath of fresh air for the gaming industry.
If you're curious to play other games in the same genre after you're finished with BG3, there are some real gems. Divinity Original Sin 2 is amazing, which was Larian's last game, and another studio called Owlcat makes some bangers as well. Wrath of the Righteous and Kingmaker are both great CRPGs. Some oldies but goldies are the original Baldur's Gate games, Planescape Torment, and original Fallouts as well. Pillars of Eternity was fun and Wasteland 3 was another obsession of mine back when it released!
Not really it's just a well done game nothing is really ground breaking about it it's just a well done crpg (stuff like that was the basic standard a few years back) so this hole discussion how groundbreaking it is is rather funny to me
@wolfheartFPS Some more tips: 1. One big tip I think worth mentioning in a future video about how to play the game (not combat based, but how to use vendors, find missing areas, etc.) is to always remember to rotate the camera around in enclosed areas/manipulate the camera to look for hidden rooms. It's super valuable in case you miss triggers or notes etc and there are so many in this game it's a really quick and easy thing to do in each new area. Similarly, if you ever fail a perception check etc., get another party member in there to check it and try not to trigger whatever it was. 2. Another is that GOLD has WEIGHT so if you're becoming encumbered on the main character, just move the weight to another one. And don't worry; all gold gets swapped to the main character when you remove a companion from the party. You can also just send it to the camp. 3. Companions can use scrolls from any other party member's backpack/consumables/etc., so you don't really need the item bar or to keep it super organized. Keys also just automatically get pulled out from where they were so no need to worry about them. 4. After a fight, most companions have something to say, so have a quick chat in case of new dialogue. You can also stay out in the field for an absurd amount of time with the arcane rejuvenator potions that restore spellslots, the slumber potions for rests, etc. if you just send the exhausted party members to camp and take a new crew, then use the potions on Tav only. 5. You can check companion approval via the character sheet, but have to wait until out in the world to do so, after you do something. Generally, this is after an encounter or a conversation with an NPC where approval can change. Some dialogue choices are locked behind approval levels, like a threshold system, so be sure to check back in when the approval score has risen high enough to have a new description. Also, just running around with companions and doing little things can slowly raise approval over time. 6. Don't forget to coat weapons after a long rest with poisons; I forget this constantly. On top of elixirs, rituals, and perma buffs, there's several waves of things you should be doing each long rest. It may be a good idea to organize your spell library etc. to make this easier on you, or just use the Custom tab and consider it the 'easy reset' tab. 7. Get in the habit of sneaking as a party into unsafe areas so you can set up for an encounter or surprise enemies before being seen. If they're non-hostile to start with, you can split the party, have Tav go chat and engage combat after whatever responses you wish to give, and keep the rest of your party hidden. I used this strategy to beat several key endgame NPCs without taking any damage at all (thank you Irresistible Dancing![bonus points to my bard for playing a dirge during the event]). Or, at the very least, tap SHIFT frequently just to check for sight cones. Also useful for lockpicking/picking up stuff in populated areas. 8. The best CC's in the game are sleep, dropping a weapon, frightened, etc. that prevent movement or taking action. Make sure you always have some handy, or use alchemy to get a chance at inflicting it. So many big, super hard fights are made more manageable with even just one of these spells putting an important enemy out of action for a few turns.
I did that for Gortash he was dancing the whole fight and couldn't do anything. So funny. I was a dark urge bard named Dirge i should have played it lmao
It's helpful to abuse the "send to camp" feature. Send crates to have a supply of stackable boxes. Send difficult chests so you can pick them later at your convenience. And especially send all those explosive barrels you find, to blow shit up later when you need it most
Another funny tip is if your character cant jump far enough because of the characters low strength. You can use a strong character like Karlach to throw them where they need to go, it was quite embarrassing for my gnome bard throughout my playthrough.
Don't even need to throw em, if you control a character and they can make a jump, the Ai controlled part-members will automatically be able to do the same leap. So just use your high-strength character to clear gaps if you need to and the rest of the party follows along.
Another good trick. If you need your party somewhere but they can't jump/tp/reach etc. You can send your party to camp, go where you need to go. After that go back to camp and pick up your party. Ex. My main character can jump a large gap but no one else can jump the same gap. Send your party to camp. Jump the gap. Go back to camp and pick up your party to continue your journey. It is a little tedious but if you want to save spell slots or get your entire party somewhere it's pretty handy :)
this is handy, my main is a lightning sorc so i get fly for free after casting disguise for free. he can zip all over the place but the rest of em rely on a short rest misty step or a big ol jump
You can combine disguise self with speak with dead in order to talk to corpses you have killed (which normaly wouldnt talk with their killer) Both spells are also rituals so they wouldnt cost spell slots. Additionaly ritual caster feat allows this combination on any character
Thank you as always for the chapter markers with the additional information. This is one of many reasons why I come to you for my info! Also kudos for ACTAULLY jumping straight in - I'm so tired of 3 mins of filler before vids start all across youtube, and here you are getting started in just a few seconds. Fucking legend.
The other thing to mention about Ritual Spells is that the "ritual" effect only applies outside of combat. This is reflective of the pen and paper rule where a ritual casting adds a whopping ten minutes to the casting time of a spell, effectively giving you free reign to use the spell as long as your character can sit down for ten-plus minutes for each casting. BG3 doesn't have any sort of real-time-passage element to consider, so it just makes it "outside combat." On the subject of Disguise Self: I was able to bluff my way past all the goblins in the Blighted Village by disguising myself as a drow and putting on the haughty act. It was great.
@@BuckysKnifeFlip I wanted to as a drow warlock as well, but I just Persuaded, Deceived, Intimidated, or even Performed my way through everything anyway. My main use for it is when using Speak with Dead, because most of the time they would say "corpse is willing to speak, but not to it´s killer"
want to hear a neat trick? Asterion can get the happy buff by attacking a humanoid creature that lasts until long rest. You can invest in a hireling that you leave permanently at camp purely so that asterion has someone to attack at the start of each day.
You also get that by using his Bite action in combat with an enemy. It'll inflict the bloodloss status on the target as well, dropping their rolls by 1. Bite is a Bonus Action, so it is something to consider if you need a quick 2d4 health restored in combat.
@@XoRandomGuyoX true, I play asterion as a ranger so biting in combat is less practical. Having the happy buff from the start of the day works well for me
Heres some more stuff ive learned so far: - putting crates or barrels at the top of ladders would block enemies from coming up without needing to destroy the ladder. - use the enviroment. Managed to throw some goblins into the spider lair for them to fight each other. - water is super effective. You can throw bottles of water so you dont waste a spell slot, or a water barrel. Put out fires, create ice surfsces with cold spell, electrified with lighning. - when exploring a room, ungroup. Sometimes your bear or your beloved Karlach just bumps onto a trap unknowingly. - you can always ungroup and exchange characters in camp to suit the fight or speech situation. - those void bulbs are awesome! Use it in conjunction with cloak of daggers, ice knife, alchemist fire, etc. - if you have a certain familiar unlocked, use the shovel to dig, even if you failed the perception check. This ensures you can get any buried loot regardless. - your ranger companion are a marvel to be seen. Use it to distract npcs but its also harder to sneak with a pet bear or boar. Im sure people will come up with more but these are what i have for now.
Ohh more barrelmancy, writing that down. Will they get stuck at the top? Can I then explode the barrel, destroy the ladder, and make them take fall damage? (ORRR you leave a small gap up top, and they are stuck, lol) Second point just sounds like feeding time to me. And ditto on the summons/familiars triggering combat. Best be careful when sneaking.
Also for breaking treasure chests, sturdiness doesn't affect how much falling damage they take. If you can't/don't want to lockpick a treasure chest that you otherwise can't damage, just take 2 characters: one on top of a high area and one at the bottom. Make sure they have enough strength/weight capacity to pick up the chest. Throw the chest down with the high one, pick it up with the low one, then move it in the party inventory to the high one to repeat the process until the chest breaks from falling damage.
Another useful tip, don't forget to look into your „Passives Tab“ from time to time. Played 125 hours now and forgot to activate a lot of skills there, for example, turn on light sources from weapons, Illithid passive Abilities, non lethal Attacks, passive Healing etc. It is so easy to miss those things.
ALWAYS enter turn-based mode before attacking when out of combat. Your actions/bonus actions will refresh. Its basically an extra 4 attacks before the enemy. I had the bad habit of moving my charchters than attacking but than they dont have an action point when they enter combat. Now I always enter turn-based before attacking and get 2 attacks instead of 1
Some really great tips here I hadn't thought of. One that is worth pointing out is the use of water or grease to counter invisible enemies. Enemy footsteps will show as they walk through these surfaces, making it easy to pinpoint where they are which lets you use those surfaces to deal damage through electricity or fire respectively. The old Void Bulb and AOE environmental effect a lot of people liked to abuse in EA still works and it's a really strong trick with some higher level spells wtih smaller AOE but devastating effects. Void Bulb and Thunder Arrow can be particularly vicious when you're near a high ledge (and you happen to get a good restock of Void Bulbs in Act 2).
Great idea! A thing to add is that the line showing where your character will move during combat will go around enemies even if they’re invisible, so if you don’t have a spell available or an item to use, you can just move your cursor around the entire battlefield until it shows an empty spot that your character will go around for seemingly no reason. Once you’ve seen that, aoe as normal!
Just doing aoe damage, like fire for instance, can reveal where they are. Additionally, your spells/movement abilities will be 'blocked' by invisible enemies. Use this to your advantage!
I have 130 hours in the game and still learned a few things from this video. For example, I had no idea that you could cast longstrider on your entire party. I've only been using it on my paladin as I assumed it would be limited to a single character. Also had no idea about throwing potions to res people and being able to hit multiple people with buff potions.
On the topic of using camp party members for buffs, you can respec a party member (or level up Gale) to a Transmutation Wizard. They get the ability to create a Transmuter's Stone with can give some nice buffs for whoever holds the stone in their inventory. You can have your camp member create the stone and then just carry it on your actual party where it will last until long rest. This is a nice way to get Constitution Proficiency on classes that otherwise would not get it but want to use Concentration spells such as Bard or Cleric without having to dip into Fighter, Sorc or other such classes.
I have loved all these tips videos, but I am so baffled why BG3 only uses the same 5 tips during the loading screens. I don’t care if O gets me into tactical view, tell me about the dropping and dipping into candles, or that gnomes May fit into smaller holes!!
If you see a light-ish object that you want to take without somebody hating you, you can use a mage hand to throw the item far away to a secluded area. Works particularly well for an invisible mage hand (the Githyanki one, and the one from arcane trickster) but can probably work for any especially in Turn-based mode. They will go temporarily hostile, and probably kill your mage hand but eh. I did this to throw a Warhammer in an eagle's nest away from them so I didn't have to kill them as it wouldn't work for my RP and for some reason I couldn't just ask for permission to take the thing.
Its my first ever dnd type of game and I love carrying and dipping in candles as I play as a pickpocket with proficiency in crossbows. Fire arrows are so fun. Never thought I'd like a game in this genre but when free I just lay in bed and place with my mouse its so chill.
TIP: Disarming an enemy you cant pick up their wep typically because you've used your action but you can still use the bonus action shove to shove tthe weapon farther away from the enemy; perhaps towards one of your other companions or off a ledge. I did this w/ the Arcane Tower archers. Disarmed each and shoved their x bows off the ledge and then chopped them down.
On the topic of dipping, the poison vials that leave a puddle on the ground when thrown (the ones that add 1dX poison damage, like wyvern), can not only be used like a candle for the entire party to dip, but also (and this is most likely a bug) it lasts UNTIL LONG REST.
Should add finding invisible enemies by sweeping the area with your players movement line. It will move around invisible units, then you can shoot at the ground there or use a pole arm charge/aoe spell to reveal.
It'll also give an Area Unreachable message when you hover over a target. Usually a quick Cloud of Daggers at that area will bring the invisible entity out of hiding.
Using speak with dead on a creature you killed usually leads to them not wanting to speak to their killer. But if you use disguise self first, the corpse won’t recognize you as the killer and you can ask your questions.
I wonder if Bioware is looking at the success of BG3 and thinking about how it should have been them? Because it really should have. People have been asking for something like this since Dragon Age Origins, and they just refused to do it. Bet they wish they would have now.
On ritual spells: unlike 5e (I think), you can upcast ritual spells and they're still rituals! So a third level longstrider lets you cast on 3 people at once. Saves a little bit of time
You can really abuse that last point if you're willing to spend gold on respecs at withers. You can spec into a class, launch a handful of non-concentration buffs, then spec out. It's 200 gold and get's tedious the more level ups you're redoing, but if you're dying to squeeze every ounce of power out of your party, it does work. You can even go to camp, spec into bard, use a song of rest, then spec out. If you've got the money, you could, in theory, never need to long rest since the respec recovers all your resources.
Throwing Potions: Don't throw the potion at a character, but always at their feet, it can backfire otherwise. Had this happen at the Druid Grove when one of the NPCs threw a potion at me and it shattered to do 2 damage instead of heal me.
Great video. No wasted time with BS intros that every just fast-forwards past, and excellent tips. Most of these I wasn't aware of! Love your matter-of-fact approach to making videos!
for trick #12 you can have this spells for all of your 4 characters (for free): "Beistand" , "Lange Schritte" , Schutz vor Gift" , "Schützendes Band" , "Magierüstung", and also 16 pieces of "Gute Beeren". just manage your "home" party in camp and spec them for cleriks and mages. it is very overpowerd and i like it. "Schützendes Band" is too awesome and u dont have the negative effect on the caster as well. just the resistence for all.... also the spell "Licht" is working on weapons (so your real party dont need to waste a spell place on this spell)
A quirky "exploit" against invisible units is that you can walk where they are, so in a pinch you can just see where your character is pathing around and throw a water bottle at that spot. There is at least two summons that have the help action which can be extremely useful more than one reason.
my mind was blown when I yesterday found out that if you open one of your containers you can drop items in it by moving them on the icon above the container content window. When my inventory was full with loot, it was a hazzle to move keys to the top of the inventory to drop it on the inventory icon. Now I know how to do it much more easily
my tip for all the non-spell caster classes would be not to use dip, instead buy/craft/loot all the coatings that you can and abuse them. Some of the coatings are straight up ridiculous and can win you a hard fight. An example of this would be drow poison which gives all your attacks a high chance of putting enemies to sleep, and even though it's a poison it will still work on undead enemies. Once an enemy is asleep it can either guarantee that your character crits them on their next attack or you can just leave them on the ground and go after other targets. another really good one is the one that makes enemy fire resist become vulnerability (can't think of the name off the top of my head). You can just use that oil on your fighter and then have your caster cast firewall and laugh as the enemy takes 50-80 dmg with no save or attack roll. Even just putting the basic poison however is great in most fights as the poison status is not a dot but a really powerful debuf.
A cool tip I learned is you can use diguise self after u kill a character and want to use speak with the dead on them, since most wont want to talk to their killers😅 or vice versa, u disguise self and kill em then break the spell and cast speak with the dead on them.
You can also fill a backpack or pouch up with grenades or explosives, throw it at an enemy, and when the backpack breaks all of its contents will spill out onto the ground. Shoot the strewn about explosives with a firebolt or fire arrow and they all explode simultaneously and deal stupid damage to anything near them.
Another tip for the use of Disguise Self: if you want to talk to someone you just killed using Speak with Dead they will refuse to speak to the people that just killed them, but if you use Disguise Self before casting Speak with Dead they will talk to you.
I love the feat Alert. I don't know how many times I was surprised by enemies, and got my ass handed to me, as the enemy had basically 2 free attacks. At level 4, I think, I chose alert for Gayle, and every time my party was surprised, Gayle attacked first every time. That plus 5 to initiative seems to be huge, as I have never lost the initiative once. The next time I had to select a new feat, I selected Alert for my two fighters. After that, I was almost all of the time fighting first, with the order being Fighter, Fighter, and Mage. Killing the worst enemy was almost always completed in the first round of attack. The distance to the enemy seemed to always be the difference. I have watched many videos about the best Feat, and no one has included Alert. Your own video says that you don't get surprised very much in this game, so the feat wasn't necessary. I suppose that may true for most of the game, but when you get surprised, It can be devastating to your party. Anyway, I would stress that going first in attack is one of the best advantages of this game. I wanted to select this ability for Shadowheart, but I had to go with ability score, so every one in the party would gain plus 1 under Bless. For now, I have to realize when a battle is coming, and cast Bless before said batte.
I remember when I threw a health potion at Astarion, and I missed as Astarion said, "a-ha!" as if he missed an attack, and it didn't work. Thank you for the help in this video, because there's some new stuff here that I didn't know. Most of the time, throwing potions do help. I've also gotten help from you from jumping to help with movement speed. Thank you again, Wolf! :)
It's been a pretty good so far. The only complaint I have is enemies can shoot you up through ceilings but you can't shoot them back down through the floors.
I have watched over a dozen of these tips and tricks videos. And still learning cool shit. No other video game has been that way. Usually every video is the same for other video games. Baldur's gate is insanely good.
Great video, didn't know about throwing the potion of speed on multiple party members! On a random note, respeced Shadowheart to a Cleric of War and she the ultimate end game tank now.
In the "Tab Inventory", the selected/active character can use items and consumables from other character inventories by right clicking on the item. You don't need to split/move the item to the active character first.
For displaying your majesty to your foes of course. And giving victory speeches. I want a video where someone starts every dialogue from on top of a box. "Talk to the toes, the face don't wanna hear it"
Just finished my first playthrough of BG3, I was watching the credits roll and was stoked to see WolfheartFPS listed in the special thanks section. You did it, congrats!
These are good tips! Had no idea about throwing potions. That's why this game is so amazing, they thought of pretty much everything. And yeah, I've made some great use of ladders/elevation in combat lol. Killing Dror Ragzlin, I had my party lurking in the entrance to Minthara's room, climbed up and shot down a brazier to kill the 2 drow at the ritual, then just kept peeking up and down the ladder to snipe them as they all came running. Used an ice arrow on the catwalk so a few of them slipped. Most were dead before getting into melee range. And Dror himself, I used Lae'zel or Karlach to shove him down below with the 2 giant spiders, and he was almost dead by the time he killed them. It was fucking awesome lol. I tried just fighting them straight up at first, and they can fuck you up pretty good. But with the right tactics, you can turn a tough fight into a cakewalk, I love it.
Use the push/shove bonus action on a high-strength character to give them extra movement or get them out of harms way. E.G. Character 1 doesn't have enough movement to get into range of an enemy. Character 2 pushes them part of the way. This is especially useful if Character 2's bonus action isn't as useful as Character 1 getting into range. YMMV.
yea I just learned about ritual spells 50 hours in. This should definitely improve my combat results. It didn't occur to me that I could create water and then electrify it. Ive just been using the create water spell to put out fires.
I have been considering carrying a few empty boxes around and dragging them in front of me to block line of sight in some situations while hiding. I have not yet hit a point where I felt that it was necessary though, so I just end up using them to store things I am going to sell.
It really amazes me how many options and possibilities there are in BG3. Sometimes though they tend to be non-existent as you simply dont know about them bc of no guidance so you have to spend a lot of time playing the game to discover everything which is a lot of fun to do. I hope future RPGs will take inspiration from BG3 so it will become sort of standard for other games.
One that I picked up from a RU-vidr named Fracture is that you can carry around the “Chest of the Mundane” from the wizard tower in the underdark to carry around all your heaviest equipment (or explosive barrels 😘) and it’ll turn them into cups and forks etc while inside the chest, reducing their weight until you take them out of the chest. Really cool, if a little niche.
Thank you so much! I had no idea you could do half of these things. As someone who played dos and dos2 a lot I should definitely have thought about some of these things.
I'm glad I actually did most of my first playthrough almost entirely blind (only had information about class progression beforehand). I'm midway through act 3 and plan to use these tips in my second playthrough.
I respecced her to Cleric of Light and now she heals and does insane AOE spells along with Gale. Mows groups down. I play a Paladin though so it made it easier.
The ritual tip is great! I’ve seen items that grant spells as a ritual. But, when it’s time to pick spells between levels it’s not been clear when spells are ritual spells. That may be because most of these are first level spells and when I was starting I wasn’t looking for it.
I looked at this a little more. I think the issue is that it’s ONLY a ritual for wizards (unless you take the ritual caster feat). So, if I read a spell on the bard, or a warlock (haven’t made a sorcerer yet) and I know what it does, then I see it on the wizard I’m not really reading over that spell in detail to see it something new may be there.
@@zero11010 Wizard, Bard, Cleric and Druid all have ritual casting as default. And there are very few ritual spells in the game, sadly. Only about 8 i think total.
@@jamesmartin8005 started a new playthrough a while back and just switch the rogue to be a bard. The ritual spells he had access too didn’t say ritual when I was picking spells to gain for leveling. Maybe I missed it … AGAIN … but I really was looking for it. Same thing with warlock. I do see that warlock gets some invocations that lets spells be cast as rituals. Maybe that keyword doesn’t appear in the default cursor over view. Maybe you have to press T to examine to see it? I don’t know. I’m LITERALLY looking for this and I can’t see it.
I just switched shadowheart to Druid on a fresh playthrough. I’m currently looking at the level up screen. I see the spell enhanced leap it doesn’t say it’s a ritual spell. The tag for it isn’t there. If I press T to get more details it’s still not there. Same thing for longstrider. So, with a bard, cleric, and Druid I can’t see that it would be a ritual spell at the time that I would be picking it while leveling up. You’d think 3 years of early access is enough to nail things like this.
Magic missile is the best way to deal with concentration spells (other than killing those puny spell casters). Enemies have to roll for concentration for each hit.
Though, the forge in the village with the windmill makes weapons with silence on them. Slap it on someone with extra attack and you’ve got two free single target silence attempts per round at level 5. Drop an action surge and your fighter has 4 silence attempts in a single round. This absolutely trivializes a lot of the bosses in the game (you can walk right through the Balthazar fight in act 2). The drow sleep potion can be used to a similar effect when you coat your weapon. And, coating a great sword that silences on hit means for each of those 4 hits in a single round you have two chances to shut down a caster.
@@WolfheartFPS Maybe just focus on chests with key drops. Unless they're hard coded; wouldn't be a way to tell without Larian confirming. I always thought it was cheap it destroyed loot anyway; since when does smashing a bookcase COMPLETELY obliterate the books in it? They get a little smushy, but hey, I'm used to that cause I like smashin' stuff
I should note that for throwing potions, throwing is "an attack" so characters with Extra Attack can throw a potion and still attack with the same action, or throw two potions.
Healing potion stuff … Heal modifiers trigger from thrown potions. The +2 heal from that ring? That works. +3 temp hit points from the boots? That works. And you can hit three people with a potion outside of combat. Makes a single 2D4+2 healing potion worth 6D4+6+9 temp hit points (plus other modifiers). It goes from an average of 7 to an average of 30. Lift cleric domain head self when you heal others at level 6. I think (could be wrong) this works for thrown potions as well.
An important note about ritual spells is that they will not use a spell slot, but only as long as they are cast OUTSIDE of initiative (either actual combat or even just turn-based mode)
The web spell flips levers, so you can flip from distance. On Druid in Wildshape spider, this means you can flip that lever to open and close that door continuously… letting in an enemy or two at one time then shutting out the rest.
Nice! I did not know about some of those. The Dip trick is cool, and throwing Speed potions is just brilliant. And I've been traveling with Shadowheart, who has Disguise Self, and never thought to use it to get into small spaces that I've been passing up all game. Thank you for this!
In terms of jumping; in EA, I would regularly equip Astarion with the Club of Hill Giant Strength from the Arcane Tower, for a 15 strength ability. He doesn't have to be using the club, just have it in his melee weapons slot (usually with the First Blood short sword.) Helps significantly. My understanding is that after you've dispatched an adversary, if you use a disguise-self spell, you can then cast a Speak with Dead spell on your opponent, without them "recognizing" you as the one who just killed them (often a corpse is unwilling to talk to the being which has just killed it.)
and you can murder people while using it and when you drop it you will be innocent (have not tried harder, I think you will need the spell for everyone :)
Yep it's a very nice stat stick for jump enhancement for your lower strength party members. And can confirm that disguise self is sufficient to "trick" corpses into speaking with you. You don't even have to dismiss your party members or move them away even if they assisted you in killing the now-corpse, just whoever's casting the spell. Remember to do it BEFORE you try to speak to the corpse the first time, as once you've used speak with dead the corpse can't be used again by anyone, even if you disguise self or use another char.
There was or still is a bug, where you can move items during combat, as long as you have the companionsheets of everyone opened. Pick up chest and transfer it to the campstash, there you can open it with your rogue.
Someone already mentioned not to throw a potion at someone that is down after failing two saving throws as the potion does cause damage so you could kill a character before they get the healing effect. Throwing at the ground almost always works since your accuracy seems to be 100%. I did find one potion that didn't seem to work throwing it on the ground, but healing and speed seem to work.
This is a very good video. I knew a few of them, although some of them are too silly and probably shouldn't exist in my opinion :D Didn't know dropping candle, burning it and dipping your weapon is still a thing. Too clicky for me however, so i'll skip that one.
I hope they add more ways to interact with companions who are in your camp but not in your party. I hate having to swap characters just to see what's in their inventory.
YES. Companion management SUCKS in this game (one of the few things that does). Oh, I want to bring Wyll on this next mission and leave Lae'zael at home? But that means I'll have to run over to Lae'zael, tell her to stay there, tell her I really mean it, run all the way over to Wyll on the other side of camp, tell him to join me... then realise Lae'zael is still carrying a load of healing potions I want to give to Wyll so undo it all, swap the potions, then do it all over again. Y'know what, maybe I won't bother... just terrible. What's baffling is that Dragon Age got this right 14 years ago. You're in camp? Swap stuff between people's inventories if you like. You're leaving camp? Pick three companions to take with you this time. Simple as that. It's a big part of the reason I got to know every companion in DA:O, but only really stuck with the same three for the whole game in BG3.
You mentioned it briefly at the end but people underestimate how OP it is to have let’s say 3 cleric followers back at camp that only buff and heal. You can legit forget about having to heal between combats if you can just get healed by 3 clerics back at camp between every fight. 300 gold well invested for illimited hp hack