Gloves of Dexterity are also a very cool Item I found in Creche Y'llek at the vendor. You get +1 Attack and it sets your Dex to 18, no matter what value it was before. Currently using it on my Bard whom I respecced and invested nothing into Dex which let me immensely buff other stats like Con
You actually forgot the absolutely most OP item in the game. The Risky Ring. It gives you advantage on ALL attacks and disadvantage on all saving throws. Slap this bad boy onto your Paladin or Gloomstalker/Assassin and watch people melt. For anyone wondering: The twilight fangirl Drow from "Item 8" sells it.
I put it on karlach. It’s insane cause it’s not like she’s making many saves as a barbarian. Only real trouble is from spells like hold person. But when that happens I just snipe the caster with multiple attacks from my warlock
It is true, did it on both the first and second play through, all the sub bosses in the area can be killed through dialogue alone, note that you can’t get achievements that way.
Just finished my first tactician playthrough. 100 hours, these were the most notable for me: Act 1 - Adamantine Armor set - Adamantine Mace (auto crits on objects/doors/containers so you don't need lockpicking) - Grymforge boss Helm (No crits on wearer, reeling on attackers) - Adamantine Heavy Armor (No crits, high ac, reeling on attackers) Act 2 - Flawed Hell-dusk set - crafted by Dammon in Last Light for Infernal Iron (you can wait until act 3 to give it to Karlach to get full set) Act 3 - - Gauntlets of Hill Giant Strength (Raises str to 24) - Amulet of Constitution (Raises con to 24) (went from 80-90 HP Paladin to 160) that sat at like 25AC. You can now pick up whoever you want and fling them far as fuck. It's hilarious playing tactician mode with both of these on one character and killing 5-10 npcs just by hitting them with one another. (I found these two, and reset my levels with Withers. Didn't need baseline strength or constitution for my Oath-broken Paladin anymore so I put the stats in everything else except dexterity and blew through the whole of act 3+ almost solo because almost nothing could hit him and he would save every roll until the final battle)
Number 4 is designed for one of the most powerful D&D fighter builds. Polearm master with the sentinel feat. Combine with great weapon master. It also seems purpose built for a halforc. In the pen and paper game the halforc racial is good for one extra attack die when you crit. In BG3 the tooltip says triple damage. This should mean both the D10 and D4 get tripled on a crit. Champion fighter may go better with this idea for increased crit range. The build is good for a reaction attack, 3 attacks per attack action on fighter, and also a bonus attack. All of that each round. This character would get roughly one critical hit every two and a half rounds (statistically).
Number 8 … there was a polearm for sale in the last light in that also grants +2 strength. Combine with that potion and you’re looking at +7 to hit and damage with a 24 STR. Most D&D games have books you can read that also increase attributes. So, you may be able to increase by another 2 in chapter 3.
In act 3 there's a mirror in the House of Grief that let's you get +2 in any stat, but only to a max of 24. I'm unsure but I believe that might be the only passive stat increase in act 3
I saw a weapon. A polearm I think that grants +2 constitution. And there is the +1 for any attribute from the hag. And then the potion for strength from the moonrise towers.
@@systamatica you may have a point. Will everyone find that other polearm? I haven’t gotten to act 3 yet. And, what about people who can’t get it because it isn’t an option because they’re not in act 3 yet? There are some number of hours of gameplay between the two. Right? I’m almost done with act 2. I noticed there were hardly any interesting polearm as in act 1. And I noticed a TON pop up in act 2. I tend to get a little of everything for build experiments. I have a crazy amount of monk stuff for never making a monk.
For Balthazar’s secret room, you can bring gale and instead of destroying the ritual thing you can craft a club weapon with the dead pixies, that lets you summon a shadow creature until it dies / long rest. Pretty nice, especially if you don’t use gale as a companion and want to summon lots of stuff
the hat was different for me, i got the hat of storm scion's power. which when the caster deals thunder damage they gain arcane acuity. sucks cuz i was gonna try and build gale up as a freeze mage but ive got a lot of heat items so i might make him full fireball wizard
I’d definitely recommend going fire wizard as opposed to any other element. Sadly there’s just not that many options. Was going to try a lightning mage with the lightning charge stuff but at the time you get it the only spells that deal lightning damage are shocking grasp and witch bolt. It’s the same with ice you get ray of frost and that’s pretty much it until you get sleet storm
jerk move to timestamp items by number but not name 1: twist of fortune 2: true love rings 3: protective plate 4: halberd of vigilance 5: gauntlets of surging accuracy 6: spellcrux amulet 7: potent robe 8: potion of everlasting vigour (+2 str perm) 9: cloak of elemental absorption 10: coldbrim hat
You can cast same spell by this person and leave him in the camp.If casted by merc he will die sooner or later but if casted by gale he will outheal that damage some way. Too cheesy for me but i'm using gale to cast longstrider after long rest on all of my party and to craft potions with x2 procs from transmute
You really need to spread out where you get items from. This seems like you went to an area … then you’re telling people to loot the one area you went to.
Another item that I have gotten sooooo much mileage from is the gloves of thieving, picked up from the zhentarim hideout if you make friends with them. Gives advantage on all sleight of hand checks. Throw those on your rogue and you hardly ever fail lockpicks, disarms and pickpockets.
This woman what need Githyanki Egg sell armor what give +2 dexterity and "feline agility" with this bonus give you advantage to open chest, thieving, disarm traps and you get less fall dmg.
Or you can do what I did and split the party in two with your talker engaging brem in conversation and your rogue stealthed. Open up turn based mode and clean out his entire inventory.
Fun fact: You can kill the Warden in Moonrise Towers without pulling aggro from the other guards. How? Stealthily eliminatine the patrolling eyes without being seen and then you can murder them in their office. Extra: If you are want to assist in the jail break there is one more patrolling guard, but as long as you murder them outside of anyone's eyesight (like say when they burst into the slain Warden's office) you dont wont alert the rest of them.
I don’t think number 9 is as good as the cloak you can buy at the last light in that grants +1 saving throw and +1AC. Pretty much every character would love those benefits.
Cloaks that give +AC are great, no denying that, but the one you get as a Dark Urge character that lets you go invis every time you kill something??? Perfect for a rogue/assassin type character. I seriously wonder what other goodies you can get for playing an evil psychopath lol
Halberd of vengeance was made for one of the cheesiest builds in D&D though it works only some what in Baldur's gate 3, and that's polearm master + Sentinel. Polearm master makes it so you get an attack of opportunity(AoO) when an enemy walks in range of your weapon, and sentinel makes it to where if you hit with an AoO, they lose all movement. Since polearms have a range of 10Ft, in most cases you will stop an enemy before it can get into attack range, and with advantage from this halberd it makes it easier to hit. Unfortunately in BG3 AoO doesn't stop time when it procs but rather a short time after so any enemy with momentum moving will still get in attack range, but it still works as intended which is to hit an enemy, back up slightly outside your polearms range, then when they start to move they have no momentum and then you can proc PaM + sentinel to lock a melee mob out of being able to hit you at all.
SPOILER (maybe?): If you sided with the Goblin Camp in Act 1, you can tell the Bugbear vendor in Moonrise about your actions there and he'll automatically become an ally (green color when highlighted) and will have 50% discount (regardless of Charisma) for the person who told him. I did so as my Main Character (Dark Urge) and the discount is better than my high Persuasion character's discount.
Missed all the Moonrise equipment because I’d focused on Shadowheart’s story in the temple of Shar before arriving Moonrise. Spoilers ahead*** Released Nightsong and basically had no chance to barter/trade with any Moonrise npc. Didn’t even explore the prison until after I defeated Thorm so I didn’t get to meet the warden (since he might already be dead?). Oh well, next play-through.
technically... you can still save her even as dark urge playthru... if you knock her out before the scene takes place she will be replaced by some rando dragonborn instead... and thus she will still be available to give you the robe later. (the game will still act as though you killed her though... but hey youll still be able to get the robe)
sorry, but that's not correct, to make the fight at the tollgate easier you don't have to touch any skulls, you just tell Gerringothe to kill themself oh, and about the potent robe, that was the piece I needed to bring me up to 20 AC, not lacking at all ;)
you can still get the robe in dark urge playthru if you knock her out before that scene triggers... she will be replaced by a random dragonborn for the scene and still be alive to give quest reward in act 2.
for number 5 i dont get option to tell her to provide help and than send me to quartermaster , what did i miss, and ideas ? p.s. i figured it out, if you ask more about relic and you succeed in insight check, it will be revealed that she is nervous about relic, you can choose persuasion check and if you succeed that, than you can tell her that she should provide more assistance
When talking to the blood vendor chick in Moonrise towers, talk to her with Gale and have your whole party there. Save beforehand. Ask about the special potion. If Gale passes a history check, an wizard dialog option will appear. Use it and the blood chick will bribe you with 200 gold and a special potion instead of just a special potion. That’s 200 gold per party member. Even if she has been pickpocketed clean and she has no gold or items on her.
i'm on my first play through and i'm sort of just coasting through, when i play again definitely going to take my time because i realize ive missed quite a bit
Some advices for everyone, if you followed the Thay questline and read the books, at the end of the game, you may be looking into a mirror, giving up Thay knowledge let you increase the stat of your choice by 2. And you don't really lose Thay's knowledge witch is one of the most potent thing in the game. Latter IG there are also tone of incredible items. For endgame monks players having 3 levels in rogue and 9 in way of the open hand makes you really strong with an extra action bonus both in cleave and solo target dmg if you stack a lot of on hit dmg ( flurry of blow on st). Then for cleaving with 2 attack and 3 bonus action you can spread yr lvl 9 attack to 5 target and then detonate it for 1 ki which causes 5*3D8 damages to each enemy in the area. Or you can go with Str build and tavern brawler but dex is so good, I guess you would not want 2 str characters in your party.
@@bhar2855 I did this after finishing thay's quest don't know if it works without finishing it. But you will gain 2 of the stat of your choice without losing anything ( the reason is stated rp wise in your talk with the mirror).
is there any way to get potion of everlasting vigor in a 4 player session? like if 1 person leaves temporarily to allow someone to put asterion in the party or something?
no... but there is a way to save her even as dark urge... if you knock her out before the cutscene triggers she will be replaced by some random dragonborn instead and thus still be alive to give you quest reward in act 2 (though the game will still act like you killed her)
i just hope they make the game smoother in city...i mean come on ...i have slightly higher than the recommended system requirement..but in the city..shite...cpu spike..even when i change setting to low...and some quest seems bug...but other than that all is good
#6 goes crazy on Warlock, since it raises you to 7 spell slots per day, and you can switch onto it to use it then switch back to your combat amulet! There's a staff that does the same thing, supposedly.
If you bring gale to the room for item 10 he can get a nice perma buff for destroying the evil rune thingy. Easy jail-brak: Just get to the slimy heart over the kitchen area and not pull out via saving throws. You end up behind the prisoncells (break walls from behind) and get an extra worm on the way. Warden and guards will come through one cell nicely lined up for a beating.
if you don't have gale or aren't using him (ie he is sitting in camp the whole playthrough) you can have him craft the shadow lantern at the altar, and it will give you the ability to summon a monster when wielding the lantern
Potent Robe basically gives you the Draconic Bloodline boost to your cantrips, but for all of them and not just a chosen element. Do they stack? The temporary HP bonus isn't really anything special unless you aren't running with a Cleric though, because Aid on the party is much better, and they don't stack. You can also get another amulet called the Pearl of Power that has the same effect as the epic amulet you get from the Warden, and you can get it much earlier. Funny thing is that they are identical in function, but one is green and the other purple as though one is supposed to be better when it's not. This lets you restore TWO spell slots of your choice, which means you can get a total of three level 6 spells per long rest if you didn't do something smarter like take two levels of Warlock later on.
@@zivotshonzou Doesn't matter since you wouldn't want to actually wear either during combat anyway. There are way, way better options for combat, and you would only want to use them outside of combat.
Nope,since the gauntlets set your strength to fixed value,the potion will increase you normal str value(ex you have 16 str,potion will set it to 18 which is lower than gloves value so it wont change anything)
I dont remember where i got it, but there is ridiculously strong ring that gives advantage on all attacks at the cost of disadvantage on saving throws. Godsend for when you want to hit your attacks. P.S. Maybe Zentarim vendor in moonrise tower sold it, im not sure.
For Potent robe users, use Gloves of Dexterity (Makes Dex 18), Have Gale cast mage armor on you, take 1 level in monk for unarmored defense (Adds your wisdom modifier to AC). With this AC becomes 17 with a Wisdom of 12. You can make it even higher by using Dual wielded feat and equipping 2 weapons, then having a paladin or cleric cast that +2 ac spell. Making you have 20 AC with no armor.
why %90 of the items only for melee/weapon attack... isn't there cool wizard/sorcerer stuffs? i couldn't find good useful things. still using same items from act 1
There are necklaces and robes that increase your damage with cantrips, items all the way around that increase your save d.c., and that is about it. I think any of the items that would allow you to save your spell slots are also great for casters. So pick your poison and go do what you need to
A lot of the strongest caster items are tied to being evil. Which larian has actually shown most people aren’t doing. An example is the selune cleric isobel from act 2. She is an ally. But if you betray and kill her she gives you arguably one of the best robes in the game. Which comes with a free mage armor action.
@@SH1NK1R01 I honestly really hate that. They gave evil a lot of toys to play with. I also don't want to be a squid, so they should have made more good and holy special abilities and items