الوسم: Baldur’s Gate

  • How to Get the Owlbear Cub in Baldur’s Gate 3: Completing and Solving

    How to Get the Owlbear Cub in Baldur’s Gate 3: Completing and Solving

    While exploring the world of Baldur’s Gate 3, you’re likely to encounter a few owlbears, but the only one you can try to recruit is the cub found early in Act 1. The owlbear cub and its mother are located inside a cave between Druid’s Grove and the Blighted Village—just north of a bridge and near the spot where you can find Scratch, another potential companion.

    Once inside the cave, you’ll see the mother immediately. Approaching her will trigger a cutscene, allowing you to choose how to act: use Animal Handling to observe her behavior, attempt a Survival check to back away, perform a Performance check to puff out your chest and roar, or attack.

    If you succeed with Animal Handling, you’ll reveal the owlbear cub, which the mother is protecting. You can then try to show no harm by holding your hands out, moving closer, slowly backing away, or attacking. Even with Speak With Animals, your options stay the same—there’s no completely peaceful way to approach the mother and her cub without provoking her.

    Failing checks or hostile actions will cause the owlbear to attack you, and she will focus on defending her cub. If you manage to kill the mother (and her mate if you’re on Honor Mode) before the cub is injured, you can still recruit the cub later.

    Walking away with the cub without harming her allows you to encounter her again at your camp later. Alternatively, you can choose to attack the mother, ending the fight once she is dead. If you take the violent route, be sure to interact with the cub afterward and avoid killing it. You can loot the mother for an item called the Head of a Broken Spear, which can be combined with a Shaft found on Edowin’s body, and examine the nearby skeleton for the Oak Father’s Embrace armor.

    After the initial encounter, the owlbear cub may later be found at the Goblin Camp, located west of Druid’s Grove and the Blighted Village. Regardless of whether you killed the mother, the cub will be there. It is usually near the camp entrance, surrounded by goblins, and interacting with it will lead you to a goblin named Krolla, who introduces a game called Chicken-Chasing.

    You can also show the cub that you mean no harm by passing two Animal Handling checks, but ultimately, the cub will tell you to deal with the goblins first. Krolla will explain the rules, but she will ask you to come back after Volo the Bard has been captured by goblins and is standing on a pedestal nearby. When you talk to him, you can return to Krolla to learn more about the game.

    To bring the owlbear cub to your camp, there are three options: denouncing the game as cruel and persuading Krolla to give you the cub, participating in a game of Chicken-Chasing for gold, or attacking and killing all goblins outside the camp. The quickest and most straightforward way is to refuse to play, tell Krolla the cub is coming with you, and then persuade her—using Illithid powers for an easier route or passing persuasion or intimidation checks—to hand over the cub.

    If you choose to play, wager gold—30 or 75—and win the game, then persuade or intimidate Krolla to give you your earnings. During the game, you can ensure victory by passing an Animal Handling check to encourage the cub to run through the posts or persuade it to attack the goblins.

    Regardless of your approach, once the cub is coming to your camp, it will disappear after a few nights but will always return as long as you don’t attack it. If you kill the mother, make sure to properly interact with the cub afterward and avoid harming it. You can loot the mother for the Head of a Broken Spear and also find a Githyanki Egg in the cave, which may be used in future side quests.

    Completing the main quest by destroying the goblin camp doesn’t prevent future encounters—you can still see and add the owlbear cub to your camp later. It’s advisable to handle goblins within the camp in small groups instead of outside to avoid widespread hostility, which would make internal combat more difficult.

    Once at your camp, you can pet and speak to the owlbear cub regularly. If you have Speak With Animals and Scratch at camp, you can pet both simultaneously in a special scene and earn the “You Have Two Hands For A Reason” achievement.

  • Gnome Rescue Mission: Guide to Free Barcus Quickly

    Gnome Rescue Mission: Guide to Free Barcus Quickly

    In Baldur’s Gate 3, the sidequest called “Rescue the Gnome” is a straightforward part of Act One that can have long-lasting effects on your game. You can start this quest soon after finishing the tutorial because it’s easy to access and is close to your starting area.

    Like many side missions in Baldur’s Gate 3, this quest is connected to a bigger story that continues throughout the game. Here’s everything you need to know about how to begin, complete, and handle the consequences of this quest.

    Where to Find the “Rescue the Gnome” Quest

    To start “Rescue the Gnome,” head to the location shown on the map above. The quest begins in the Blighted Village, which lies just east of the Goblin Camp, southwest of the Emerald Grove, and far northwest of the Nautiloid crash site.

    Once you arrive at the Blighted Village, go to its northwest corner. You can either fast-travel to the nearby spot and walk west or follow the path around the area. If you see a windmill, you’re heading in the right direction.

    How to Play Through the “Rescue the Gnome” Quest

    To free Barcus from the windmill, enter the area and you’ll be confronted by the goblin Fezzerk and his gang. They’ve tied Barcus to one of the windmill blades as part of their mischief, and they’re not pleased about your interference.

    During the encounter, you have four main options:

    1. Talk your way out: Use your speech skills to convince the goblins to leave peacefully. This is easier if you’ve already visited the Goblin Camp and accepted the Brand of the Absolute or if you’re playing as a drow.
    2. Bribe them: They will ask for 1,000 gold coins. You might try to haggle; however, Fezzerk isn’t good with math, and he might accept just 5 gold regardless of what you offer.
    3. Use your Mind Powers: If you have mind control abilities, this is the easiest way to convince Fezzerk to back off.
    4. Fight: Attack the goblins if you prefer combat. The fight isn’t too hard, and if Fezzerk’s health gets low, the rest of the gang usually runs away.

    Using your mind control powers is highly recommended, as it’s the simplest way to persuade Fezzerk. Just be aware you can typically only use this option once per long rest.

    After successfully dealing with the goblins, Fezzerk will leave, allowing you to talk to Barcus. He’ll tell you he’s desperate to get free. Explore behind the windmill to find an opening; inside, you will see two levers:

    • “Release Brake” lever: Pulling this makes the windmill spin faster, freeing Barcus but also risking him being flung to his death.
    • “Brake” lever: Pulling this will stop the windmill, and you can then untie and speak with Barcus again.

    Either way, pulling one of these levers ends the quest. If you leave without acting, Barcus will die, and the quest will end soon after. Choosing to free him has its advantages and is the better overall decision.

    Should You Free Barcus or Leave Him?

    It’s best to rescue Barcus. Although it might seem funny to send him flying, freeing him is the moral and strategic choice. If you save him, he’ll reward you with items found in his bag and share that he is searching for a missing friend named Wulbren Bongle, which opens a new storyline involving saving other deep gnomes.

    Later in the game, during Act Two, Barcus can become a merchant at the Last Light Inn, offering unique items like the Ring of Genuinity and the Acrobat Shoes. During this time, he’ll also give you a quest called “Rescue Wulbren,” which leads you to Moonrise Towers and rewards you with powerful gear.

    In Act Three, you’ll find Barcus in Angleiron’s Cellar, an underground area, where he may assist you in the final fight if you’ve convinced him to lead the gnomes.

    If you choose not to save Barcus, you’ll miss out on his shop and story contributions. The only reward lost is the loot found on his body.

    Overall, freeing Barcus in the Blighted Village is the best choice for your playthrough, unlocking new storylines and rewards. Following the steps outlined above helps you efficiently complete the quest and enjoy the full experience of Baldur’s Gate 3.

  • Vlaakith Guide: Is Obeying Worth It?

    Vlaakith Guide: Is Obeying Worth It?

    Vlaakith, the immortal Lich Queen of the Githyanki, can be a dangerous enemy in Baldur’s Gate 3, depending on whether you follow her orders. She’s one of the many powerful beings in the game, but your choices about her have bigger consequences. How you deal with Vlaakith can affect the fate of your ally Lae’Zel and shape the story’s ending.

    While exploring Act One, your team has a chance to visit the Githyanki Crèche Y’llek at Rosymorn Monastery. The Githyanki might have a cure for the mind-flayer parasites, and you can choose to negotiate with them to learn more. But you can also skip visiting the crèche altogether and miss the chance to meet Vlaakith.


    Should You Obey Vlaakith in Act One?

    You Need to Obey Vlaakith… At Least Face-to-Face

    If you don’t find a cure at Y’llek, your team can look for Inquisitor Ch’r’ai W’wargaz, who is visiting the crèche. He’s searching for a mysterious artifact, the Astral Prism, which your group gained during a scene near the Goblin Camp from Shadowheart.

    This artifact prevents your team from being controlled by The Absolute, but you’re free to decide what to do with it. When you meet the Inquisitor, you can try to give him the Prism or fight to keep it.

    No matter your choice, Vlaakith will suddenly appear as a big projection and demand that your party enter the Prism to kill its occupant, the Dream Visitor and Guardian. You can show her respect, but that will earn Lae’Zel’s disapproval.

    If you refuse or ask Vlaakith to do the task herself, she will cast the Wish spell, one of the strongest magic in D&D, which will kill your entire party instantly. So, the safest move is to obey Vlaakith and enter the Prism.

    Important: During an Honor Mode run, disobeying Vlaakith at the crèche is a very bad idea. It’s guaranteed to end your game instantly.

    Once you meet the Dream Visitor inside, you can choose to leave them alone or try to kill them. Kill attempts are pointless—they won’t die—and may cause you to lose trust. Afterward, Vlaakith will betray Lae’Zel and call her a traitor.

    Your choices here affect Lae’Zel’s side quest, “The Githyanki Warrior,” and how her story unfolds in Acts Two and Three. If you skip the crèche, she stays loyal to Vlaakith and won’t appear again until later in Act 3.

    Deciding how to handle Vlaakith influences your relationship with her and can lead to different endings. Follow her commands or rebel against them, but every decision has its consequences.


    Side with Kith’rak Voss Against Vlaakith?

    If Vlaakith betrays Lae’Zel, Voss will visit your camp during your next long rest. He’ll try to convince Lae’Zel that Vlaakith is an usurper who stole the throne from Orpheus, a Githyanki prince. After your conversation, Voss heads to Baldur’s Gate.

    You might encounter Voss again in Act Three when bargaining with Raphael at Sharess’ Caress. This chat could make Lae’Zel question her loyalty to Vlaakith.

    During the talk with Voss, you can choose to align your party with him instead of Vlaakith. If you’ve already been defiant, it’ll be easier. Otherwise, let Lae’Zel decide her own path. Trusting Lae’Zel is often the best move, since she’s more likely to turn away from Vlaakith after betrayal. Giving her independence usually results in better affinity.


    The Big Choice: Obey Vlaakith or Side with Voss and Orpheus?

    In Act Three, Vlaakith will appear during a long rest and demand Lae’Zel kill Orpheus, promising to make her the army’s leader if she does. Your decision here is crucial: support Vlaakith or side with Orpheus.

    It’s generally better not to force Lae’Zel to obey Vlaakith. She can make her own choice based on what she’s learned. If she rebels, she’ll leave for the Astral Plane and lead a rebellion at the end. If she supports Vlaakith, she’s likely to face a darker fate, as hinted by Withers.

    Persuasion checks can help sway Lae’Zel to oppose Vlaakith, but her natural path tends to be siding with Orpheus and Voss.

    If she joins Voss and Orpheus, she will want to enter the House of Hope to free Orpheus by fetching the Orphic Hammer. If she refuses, she’ll want the Hammer to free and kill Orpheus herself. Your final choice will determine which side you take near the end of Act 3:

    • Free Orpheus: The Emperor joins The Absolute, which forces someone to become a Mind Flayer to defeat it.

    • Side with the Emperor: He will consume Orpheus, gaining his powers to fight The Absolute.

    Your decision impacts the ending of the game greatly. The key thing is that during your first meeting, you only need to obey Vlaakith enough to keep your party alive. Later decisions are up to you, but they all have lasting effects.


  • Should Wyll Choose the Blade of Avernus or Duke’s Path?

    Should Wyll Choose the Blade of Avernus or Duke’s Path?

    Baldur’s Gate 3 introduces a diverse group of heroes who join forces to combat a mind flayer invasion threatening their world. Among them, Wyll Ravengard stands out as the quintessential hero. Players first encounter Wyll in Act 1 at Emerald Grove, where he aids the group against a goblin onslaught. His personal mission is centered on themes of sacrifice and duty.

    Each character’s quest in Baldur’s Gate 3 brings its own unique flair, offering deep insights into their individual dreams and aspirations. As a Pact of the Fiend warlock, Wyll’s storyline is intricately connected to his patron, Mizora, whose objectives quickly entangle the party. As Wyll’s journey unfolds, he is faced with difficult choices that shape his identity and future after the defeat of the Absolute.

    Wyll’s Quest Feels Rushed and Lacks Depth

    Wyll’s personal quest in Baldur’s Gate 3 is a curious one, often overshadowed even in his own narrative. Frequently labeled as one of BG3’s most disliked companions, Wyll underwent significant alterations between early access and the full launch, leading to a feeling of a hastily pieced-together quest. Much of his storyline centers on the experiences of others, particularly Karlach, Mizora, and ultimately his father, Duke Ravengard.

    Throughout the game’s three acts, Wyll embodies the classic hero archetype, consistently prioritizing others’ needs, even at his own expense. Following his rescue of Mizora from the Absolute, he faces a pivotal decision: save his father, Duke Ravengard, or protect his own soul. This moment profoundly impacts Wyll and determines his path forward after the world is saved.

    Options for Wyll’s Future

    One possible direction for Wyll is to embrace his role as a hero, transitioning from the Blade of Frontiers to the Blade of Avernus. Completing his personal quest requires finding the dragon Ansur beneath Baldur’s Gate. After this battle, Wyll struggles with feelings of guilt for failing to save the noble dragon.

    This course remains available, regardless of Wyll’s pact with Mizora. If he persists in his role as a warlock, Mizora permits him to target Zariel’s adversaries, while stipulating that he avoids harm to Zariel’s followers. Conversely, if Wyll breaks his ties with Mizora, he vows to confront her directly and forsakes his warlock powers to become a ranger.

    Pursuing Political Ambitions

    Another potential route for Wyll is to step into the political arena as the new Grand Duke of Baldur’s Gate, inheriting his father’s title. His father, Ulder Ravengard, encourages him to take on this role if he is still alive. If Ulder is no longer around, Wyll initiates the conversation about claiming his father’s title and continuing his legacy as Marshal of the Flaming Fist.

    Even if Wyll becomes a demon due to Mizora’s influence, he believes defeating the Absolute will ensure public support. Players can persuade him to explore a political path by highlighting the good he could achieve or the power he would wield. Encouragement is met with agreement, requiring no persuasion check.

    Ultimately, this political path is available to Wyll, independent of his pact status with Mizora. Should Wyll choose this route, Mizora will act as his adviser, remaining by his side in human form, but if he no longer binds himself to her, he claims to have acquired new skills despite losing his warlock abilities.

    Why Encouraging the Heroic Path is Key

    I strongly believe that encouraging Wyll to become the Blade of Avernus is preferable to immersing himself in the complexities of politics. His decision to follow his heart, instead of adhering to his father’s legacy, underscores Wyll’s evolution as a character making independent choices.

    In the epilogue, Duke Wyll Ravengard reflects on the positive changes he has brought to his city, though his tone can feel more like a campaign speech than a heartfelt reunion. This contrasts sharply with the Blade of Avernus, where Wyll expresses genuine joy and excitement while recounting his adventures in Avernus.

    This route also allows for the potential return of Karlach to Avernus alongside him, offering her vital time until her engine can be removed. Ultimately, Wyll’s journey in Baldur’s Gate 3 presents exciting opportunities that shape not just his future, but also that of those around him.

  • Top Subclass Choices for Each Companion in Baldur’s Gate 3 Patch 8

    Top Subclass Choices for Each Companion in Baldur’s Gate 3 Patch 8

    After nearly two years of updates, the final patch for Baldur’s Gate 3 has been launched, and there will be no more major updates planned beyond bug fixes. Patch 8 not only introduced cross-play and a photo mode but also added 12 exciting new subclasses—one for each class. With this development, it’s a great moment to explore which subclasses would best suit each companion in the game.

    With a total of 10 companions available for recruitment in Baldur’s Gate 3, selecting the ideal subclass for each character can be an overwhelming task, especially for first-time players. Thankfully, Withers is available to help players respec at any time, making it easy to experiment with new builds. In this guide, I’ve analyzed each companion’s class and suggested a subclass that is both enjoyable to play and thematically appropriate for their character.

    10
    The Best Subclass for Minsc – Swarmkeeper Ranger

    Default Subclass – Hunter

    Minsc is the last companion you can recruit, joining in Act 3 where you must rescue him from the clutches of the Absolute’s cult. I believe the new Swarmkeeper ranger subclass is a perfect match for Minsc. The idea of Minsc summoning swarms of smaller creatures to assist him and Boo is not only entertaining but fits his character well. Swarmkeepers can summon fierce bees, mysterious jellyfish, or fluttering moths, each dealing various types of damage and providing escape routes when necessary.

    Swarm

    Level 3 Options

    Level 11 Options

    Legion of Bees

    Deal 1d6 piercing damage. Push target back.

    Deal 1d8 piercing damage. Push target back and knock them prone.

    Cloud of Jellyfish

    Deal 1d6 lightning damage. Shock target.

    Deal 1d8 lightning damage. Shock target and disarm them.

    Flurry of Moths

    Deal 1d6 psychic damage. Blind target.

    Deal 1d8 psychic damage. Blind and slow target.

    This subclass allows Minsc’s swarms to deal bonus damage to enemies marked by Hunter’s Mark. He will also gain access to the spells Mage Hand and Faerie Fire. At level seven, the Writhing Tide feature will allow Minsc to be carried around the battlefield by his swarms, and by level 11, the swarms will gain even more power and utility, such as disarming enemies.

    9
    The Ideal Subclass for Jaheira – Circle of the Stars

    Default Subclass – Circle of the Land

    Similar to Minsc, Jaheira is a returning character from earlier Baldur’s Gate games. However, in BG3, she appears solely as a druid instead of a combat-druid hybrid. During the assault on Moonrise Towers in Act 2, she utilizes her wild shape alongside dual scimitars, so I sought a subclass that would enhance her weapon-based options. The new Circle of the Stars subclass fits Jaheira perfectly, providing her with more versatility in her wild shapes beyond just animal forms.

    Starry Form

    Description

    Spell

    Archer

    As a bonus action, cast Luminous Arrow.

    1d8 + Wisdom modifier radiant damage (attack roll)

    Chalice

    Whenever you cast a healing spell that requires a spell slot, you can also cast Chalice Healing.

    1d8 + Wisdom modifier healing

    Dragon

    When making a saving throw for concentration, results of 9 or lower are treated as a 10. You can also cast Dazzling Breath as a bonus action.

    2d6 + Wisdom modifier radiant damage (Dex save)

    This circle is an excellent alternative to her default subclass, as it provides more spellcasting options with Star Maps serving as additional spell slots. Jaheira will also gain the Guidance cantrip and Guiding Bolt, both of which are extremely valuable spells. At level six, she will acquire Cosmic Omens, which allows her to boost attack rolls and saving throws or impose penalties on enemies, similar to the Wild Magic Sorcerer’s Bend Luck.

    8
    The Perfect Subclass for Minthara – Oath of Vengeance

    Default Subclass – Oath of Vengeance

    Minthara becomes available for recruitment if you side with her in Act 1 or if you defeat her and choose to speak with her in Act 2. Though considered the “evil” companion, she can be a powerful ally throughout the game. Her default subclass, Oath of Vengeance, is fitting for her character, although Oathbreaker could also match her theme. However, the tenets of the Oath of Vengeance align perfectly with her nature.

    This subclass grants access to potent spells like Bane, Misty Step, and Haste. Several features make Minthara a strong front-line fighter, including Abjure Enemy, which imposes disadvantage on a target’s ability checks and attack rolls, preventing them from moving. With Relentless Avenger, if Minthara hits an enemy with an opportunity attack, she can increase her speed on her next turn.

    7
    The Most Powerful Subclass for Halsin – Circle of the Moon

    Default Subclass – Circle of the Moon

    Like Minthara, Halsin’s default subclass is tailored perfectly to his backstory. Although he joins your camp after rescue in Act 1, you must lift the Shadow-Curse in Act 2 to fully recruit him. Since you first meet Halsin in bear form, it makes sense for him to have the Circle of the Moon subclass, which grants access to powerful wild shape forms.

    This druid subclass is centered around wild shapes, offering options like bears, saber-toothed tigers, and elemental forms exclusive to the Circle of the Moon. What makes this subclass tremendously useful in combat is Halsin’s ability to use wild shape as a bonus action, enabling him to attack immediately after transforming. With abilities like Lunar Mend, which heals for 1d8 hit points per spell slot level while in wild shape, Circle of the Moon emerges as the best combat-focused option for druids.

    6
    The Top Early Subclass for Karlach – Giant

    Default Subclass – Wildheart

    To recruit Karlach in Act 1, you can follow Wyll’s quest or explore the Risen Road to the north. Having spent the last decade as the personal enforcer of Zariel in Avernus, I chose a barbarian subclass that fits her background. The new Giant subclass works well and feels appropriate for a front-line fighter involved in the Blood Wars.

    Pairing the Giant subclass with the Tavern Brawler feat is a great way to boost damage even further.

    With the Giant subclass, Karlach will grow in size when she enrages, doubling her damage on thrown attacks. At level 10, she will also have the ability to throw medium-sized creatures, adding a layer of excitement to combat. Additionally, her carrying capacity will increase, and she will obtain the Thaumaturgy cantrip, letting her gain an advantage in Intimidation checks, which fits her character well as Zariel’s representative in Avernus. Furthermore, Elemental Cleaver at level six lets Karlach deal extra elemental damage with her weapon, which she can also throw.

    5
    How to Best Equip Wyll – The Hexblade

    Default Subclass – The Fiend

    Wyll and Karlach’s personal stories are intertwined, making it logical to assess the new subclasses for the Blade of Frontiers as well. While Wyll’s original subclass, The Fiend, suits his pact with Mizora, the Hexblade subclass aligns better with his skill set.

    The Hexblade grants Wyll proficiency in medium armor, shields, and martial weapons, increasing his equipment options. This subclass emphasizes melee combat for warlocks, which complements Wyll’s frequent use of his rapier, allowing him to apply his Charisma for damage. Additionally, he gains the Hexblade’s Curse for a higher crit chance and some healing upon defeating the cursed target.

    4
    A Versatile Option for Gale – Divination School

    Default Subclass – Evocation

    Many of the available magic schools in BG3 can complement Gale’s story, and the wizard class is overall quite adaptable. However, after much thought, I chose the Divination School for Gale, as it emphasizes fate and knowledge—elements tied to his character. The Divination subclass is a powerful addition to any party and, most importantly, pretty engaging to play.

    One of the main features of the Divination School is the ability Portent at level two, which provides Gale with two Portent Dice per long rest. These can be used as a reaction to alter the outcomes of attack rolls and saving throws for both allies and enemies. This feature can be especially helpful on higher difficulties, allowing you to negate a critical hit against a party member or shift the tide of battle when a hit or miss is crucial.

    3
    How to Elevate Fan-Favorite Astarion – Swashbuckler

    Default Subclass – Arcane Trickster

    For over two centuries, Astarion was compelled to lure victims for Cazador in Baldur’s Gate, prompting me to select a subclass that aligns with both his character and makes gameplay enjoyable. Before Patch 8, I felt the Thief was Astarion’s best option for adding an extra bonus attack. However, with the new Swashbuckler rogue subclass, I have a fresh favorite, as the style and characteristics of this subclass suit Astarion perfectly.

    Dirty Trick

    Description

    Flick o’ the Wrist

    Flick your weapon at a target to potentially disarm them.

    Sand Toss

    Toss sand at a target to potentially blind them.

    Vicious Mockery

    Cast the Vicious Mockery cantrip.

    As a Swashbuckler, Astarion will acquire the new Fancy Footwork ability, allowing him to move away from opponents he has just attacked. He will also gain Rakish Audacity, which grants him a +2 to initiative and removes the need for advantage to trigger sneak attack damage while within melee range. With a variety of new Dirty Tricks to learn at level four and Panache at level nine for charming enemies, the Swashbuckler variant of Astarion is both robust and entertaining.

    2
    The Initial Companion Lae’zel – Eldritch Knight

    Default Subclass – Battle Master

    As one of the first companions you encounter and recruit, Lae’zel benefits from a powerful subclass that enhances both her survival and the party’s. The Eldritch Knight subclass is excellent for this, as while it may not be the strongest melee option, it aligns perfectly with Lae’zel’s character. The combination of spellcasting and martial skills offers a lot of flexibility, and the Eldritch Knight’s weapon bond ensures she won’t be disarmed.

    At level three, Lae’zel can learn two wizard cantrips and a first-level spell. I recommend Bone Chill, Shocking Grasp, and Shield. At each new level, she’ll learn an additional spell until level eight, when she unlocks second-level spells. I suggest Misty Step for added mobility; after level eight, she continues to add spells to her collection up to level twelve.

    1
    Change Shadowheart As Soon As You Can – Death Domain/Life Domain

    Default Subclass – Trickery Domain

    The final companion, Shadowheart, similarly arrives with an assigned subclass when recruited, like Wyll. The Trickery domain stands out as the weakest cleric domain in BG3, and I strongly recommend respeccing Shadowheart as soon as Withers becomes available. For Shadowheart, I suggest two options: Death Domain if she remains loyal to Shar, or Life Domain if she embraces Selûne.

    The new Death Domain introduces the cantrips Toll the Dead and Bursting Sinew, and grants her proficiency with martial weapons. Alongside a range of necromancy-themed spells, this subclass includes the new channel divinity, Touch of Death, allowing for additional necrotic damage with melee attacks. However, if the Nightsong is spared, the Life Domain is the strongest option for Shadowheart, providing exceptional healing capabilities.

  • Ultimate Glamour Bard Build for College Success

    Ultimate Glamour Bard Build for College Success

    Baldur’s Gate 3 has introduced 12 new subclasses with its final content update, including the College of Glamour bard. In Baldur’s Gate 3, much like its Dungeons & Dragons roots, subclasses allow players to tailor their character’s abilities. Characters begin with a basic class at level 1 and then select a subclass to refine their skills as they level up. Bards gain new features at levels 3, 6, and 10, which enhance their gameplay in specific ways.

    Bards in Baldur’s Gate 3 are recognized for their diverse skills: they can distract foes with their Performance proficiency, navigate their way past group challenges in Act Two using Persuasion checks, and easily blend into various roles through multiclassing. Most notably, bards are celebrated for their charm and alluring personalities. While opting for the College of Swords transforms a bard into a formidable fighter, the College of Glamour places its emphasis on more artistic and persuasive endeavors. Here’s a complete guide to crafting a Glamour bard from scratch.

    Understanding the College of Glamour Bard Subclass

    Overview of College of Glamour Features

    Bard subclasses often require less engagement compared to fighter subclasses, which tend to receive new features at more frequent intervals. The College of Glamour bestows new capabilities at levels 3, 6, and 10, making it one of the more intricate bard subclasses. The following table outlines all College of Glamour abilities, their corresponding levels, and a concise explanation of how each feature operates.

    Level Feature
    3 Mantle of Inspiration: Use a Bonus Action and one Bardic Inspiration charge to provide two allies with five temporary hit points each. If an enemy strikes them in melee, that attacker becomes Charmed.
    6 Mantle of Majesty – Command: Acts like the Command spell. You can command a target to flee, approach, freeze, drop their weapon, or go prone. Enemies affected by Charm automatically fail their Saving Throws. Maximum targets for Mantle of Inspiration increase to three, and temporary HP rises to eight.
    10 Mantle of Inspiration: Maximum targets continue to increase, reaching four, while temporary hit points increase to 11.

    At level 1, you receive three Bardic Inspiration charges, increasing to four at level 5 and five by level 8. Bardic Inspiration fully refreshes after a Long or Short Rest.

    Evidently, like many bard subclasses, most of these abilities focus on one central strategy: charming enemies. The Charmed condition prevents targets from initiating attacks against the entity that charmed them and grants the bard Advantage on Charisma checks against those targets. The College of Glamour specifically leverages this charming ability during combat, mitigating threats to you and your teammates.

    Strategies for Playing a College of Glamour Bard

    Personally, I enjoy utilizing a College of Glamour bard alongside a tank character—preferably a paladin or barbarian. By casting Mantle of Inspiration on whichever ally finds themselves surrounded, you can give them temporary hit points and reduce the number of enemies they face in consecutive hits. As soon as an enemy makes a melee attack and becomes charmed, you can then use Mantle of Majesty to knock them prone, further optimizing your tank’s melee attack potential.

    Optimal Builds for College of Glamour Bards in Baldur’s Gate 3

    Key Stats and Feats for College of Glamour Bards

    One of the advantages of this subclass is its unique reliance on one primary attribute: Charisma. This is crucial for spellcasting and succeeding in dialogue checks to avoid conflict or gain valuable rewards. Prioritize maximizing your Charisma early on, but remember to allocate some points to Constitution to bolster your HP. Although bards mainly cast spells, specifically Glamour bards may need to wield physical weapons, so consider investing in Strength or Dexterity as well.

    When you reach levels 4, 8, and 12, you’ll also have the opportunity to select a feat which can significantly enhance your bard’s abilities. I suggest exploring our guide focused on the best bard feats, but here are several tailored specifically for enhancing your College of Glamour experience:

    • Actor: Gain proficiency in Deception and Performance checks, plus a Charisma boost.
    • War Caster: Gain Advantage on concentration saving throws and enable Shocking Grasp as an opportunity attack.
    • Ability Improvement: Increase any ability score (definitely boosting Charisma).
    • Spell Sniper: You can score critical hits on a roll of 19 and gain access to additional cantrips.
    • Ritual Spell: Acquire spells that can be cast as a ritual, avoiding the need for spell slots.
    • Defensive Duelist: Use a Reaction to enhance your AC, helping you withstand attacks.
    • Magic Initiate: Learn spells from a different class.

    Since a College of Glamour bard is centered around casting spells, the majority of these feats are designed to maximize the potency and versatility of your magic. A few are aimed at enhancing your survivability, which is typically a concern for bards.

    Suggested Spells for a College of Glamour Bard

    When selecting spells for your College of Glamour bard, focus on enhancing your effectiveness as a support character. They should aid in boosting allies while hindering enemies, though it can be beneficial to have some straightforward attack spells in your arsenal as well.

    Should you take the Magic Initiate feat or reach level 10 and unlock Magical Secrets, consider incorporating spells from other classes to diversify your capabilities.

    For gear, make sure to review our recommendations for the top items for bards in BG3. In particular, consider acquiring items like the Wondrous Gloves, which grant an additional Bardic Inspiration charge, or the Boots of Brilliance that restore your Bardic charges.

    Should You Choose the College of Glamour Bard?

    Ultimately, while I find it hard to passionately recommend the College of Glamour above other bard subclasses, it certainly has its appeals. It lacks the combat strength of the College of Swords and the versatility of the College of Lore. However, it’s a great choice for certain playstyles.

    If you’re looking for a roleplay-oriented experience with less emphasis on combat, the College of Glamour is your ticket. Just ensure you have a solid tank in your party—characters like Karlach, Lae’zel, or Minthara can excel in that role, or pair with a friend’s fighter or barbarian in co-op gameplay.

    Even though this subclass isn’t the most straightforward to adopt, making the right choices can lead you to create a captivating bard. That will undoubtedly add a unique flair to your Baldur’s Gate 3 team—even if it’s more about personality than sheer power.

  • Ultimate Bladesinger Wizard Build Guide

    Ultimate Bladesinger Wizard Build Guide

    Exploring the Bladesinging Wizard Subclass in Baldur’s Gate 3

    Among the twelve new subclasses introduced in Patch 8 for Baldur’s Gate 3, the Bladesinging Wizard stands out as a game-changer for character development. Traditionally, Wizards are known for their intellectual approach to magic, often keeping their distance from battles due to low health. However, the Bladesinging technique, rooted in Elven tradition, allows these spellcasters to merge the finesse of a warrior with the prowess of magic.

    Understanding the Bladesinging Wizard Subclass

    When you select the Bladesinging subclass in Baldur’s Gate 3, the foundational traits of the Wizard class remain intact. Since you can start utilizing Bladesinging at Level 2, it makes it easier for players to delve into this subclass without needing extensive prerequisites. While dabbling in other classes like Paladin, Sorcerer, or Cleric can complement a Bladesinger build, dedicating yourself fully to the Wizard path yields the best results.

    The Bladesong: A Core Feature

    At its heart, the Bladesinging ability is the Bladesong, a special performance that enhances your character’s defense and agility. With Wizards typically having low Armor Class (AC) and Hit Points (HP), this capability transforms them into more formidable combatants. Engaging the Bladesong increases your AC and movement speed based on your proficiency bonus, offers advantage on Acrobatics checks, and adds your proficiency to Constitution saving throws, providing resilience against various threats.

    Moreover, unlocking Patch 8’s subclasses simply requires meeting level prerequisites; for Bladesinging, this means investing at least two levels into being a Wizard.

    Advancing as a Bladesinger

    As your Bladesinger Wizard progresses, you’ll gain the Extra Attack feature at Level 6 and additional Bladesong uses at later levels. Thanks to the Training in War and Song perk, Bladesingers get proficiency in Light Armor, select weapons, and the Performance skill, broadening your character’s equipment options—essential for maximizing melee damage and enhancing AC without needing to multiclass.

    One of the standout features for Bladesingers is the Song of Defense, which allows you to expend spell slots to mitigate damage during your Bladesong. This ability is available whenever your character is hit, significantly boosting the durability of a class known for its frailty.

    Crafting the Best Bladesinger Build

    When constructing a Bladesinger build, your Ability Scores and Race are crucial components that impact your effectiveness. The unique blend of martial skills and spellcasting in this subclass allows for more versatility in choices.

    Below, you’ll find key information about ideal starting abilities and racial selections to strengthen your Bladesinger Wizard:

    Best Bladesinger Wizard Starting Stats
    Strength: 8
    Dexterity: 16
    Constitution: 14
    Intelligence: 16
    Wisdom: 10
    Charisma: 10
    Best Racial Options for Bladesinger Wizard
    Wood Half-Elf
    Features: Civil Militia, Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild.
    Reasons: Stealth proficiency, increased movement speed, charms resistance, and extra weapon proficiencies.

    | Githyanki |
    | Features: Astral Knowledge, Githyanki Psionics, Martial Prodigy. |
    | Reasons: Proficiency with medium armor, additional spells, weapon skills, and unique equipment access. |

    | Tiefling – Mephistopheles |
    | Features: Hellish Resistance, Darkvision, Infernal Legacy. |
    | Reasons: Special spells like Burning Hands, Fire resistance, and no spell slot cost for legacy spells. |

    A high Dexterity not only enhances your AC but also improves your Initiative roll for combat. Since the Bladesinger relies on quick maneuvers, selecting races and stats that enhance speed will contribute to a successful build. Additionally, because Intelligence is paramount for a Wizard’s spellcasting, aim to elevate this score to boost your Spell Save DC and Spell Attack bonus.

    Optimal Spells for a Bladesinger

    Focusing on spells that enhance a Bladesinger’s capabilities instead of solely dealing damage is a defining feature of the subclass. Spells like Mage Armor and Mirror Image will improve your defensive skills, allowing for safer melee engagements. Any spells that enhance defense or mobility, in addition to those that debuff enemies, are prime choices for your Bladesinger Wizard.

    Enhancing Your Build

    To further strengthen your Bladesinger Wizard, seek out magical items throughout Baldur’s Gate 3‘s various Acts, which will aid in amplifying your character’s strengths. Overall, the Bladesinging subclass offers a less complicated, yet dynamic approach compared to other Wizard builds, making it a fantastic option for players who wish to balance magical and martial abilities. Whether charging into battle or executing tactical retreats, the choices you make will allow your Bladesinger to shine within your party.

  • Ultimate Swarmkeeper Ranger Build Guide

    Ultimate Swarmkeeper Ranger Build Guide

    Baldur’s Gate 3 has finally rolled out its last major update, Patch 8, which brings an impressive addition of 12 new subclasses. One of the most anticipated is the Swarmkeeper ranger, a choice that promises to inject some humor into your gameplay with the ability to summon swarms of bees to wreak havoc on your foes. It’s especially entertaining in the late game when you’re pitting your swarm against formidable level 20 enemies. Typically, the ranger class doesn’t attract as much attention from BG3 fans, making it an opportune moment to try your hand at it if you haven’t before.

    Rangers unlock their subclass at level three, so you’ll need to level up a bit before you can wield any of the fresh new spells. However, if you’re itching to dive straight into the action with the Swarmkeeper, you can easily do so by loading an old level twelve save file and reclassifying your character. The new update seamlessly integrates with earlier campaigns, allowing you to take on the Absolute with a buzzing army of bees, swarming moths, or even cloud-like jellyfish. Here are some tips to consider for character creation.

    Swarmkeeper Ranger Subclass in BG3 Explained

    The standout feature of the Swarmkeeper Ranger is its capability to summon various creature swarms. In Baldur’s Gate 3, rangers can call upon three types of swarms: the Legion of Bees, Cloud of Jellyfish, and Flurry of Moths. Each swarm has unique abilities and offers the fundamental capability to teleport you up to 17 feet away. While you can summon only one swarm type at a time, you can switch between them as you level up. Once you hit Level 11, swarm attacks will deal a d8 instead of the usual d6, and teleporting will boost your armor class by 2.

    Swarm Attack Option Support Option Level 11 Support Bonus
    Cloud of Jellyfish 1d6 Extra Lightning Damage Shock target on a failed constitution saving throw Disarms the target
    Legion of Bees 1d6 Extra Piercing Damage Push target back 17ft on a failed strength saving throw Knocks the target prone
    Flurry of Moths 1d6 Extra Psychic Damage Blind target on a failed constitution saving throw Slows the target

    When engaging with your swarm, you can choose one of three actions: deal damage, teleport yourself, or activate one of the swarm’s special support abilities. All swarms inflict the same damage but boast different utility options. At Level 7, you’ll gain three "Writhing Currents" after a long rest, allowing you to utilize "Writhing Tide." This will elevate you into the air for ten turns while granting immunity to surface effects, and you’ll receive an additional Writhing Current at Level 9.

    Swarmkeepers also acquire the "Prey’s Scent" passive ability, which allows your swarm to inflict an extra d6 damage against any target marked with Hunter’s Mark. This extra damage remains at a d6, regardless of level progression. Additionally, Swarmkeepers can access spells like Mage Hand and Faerie Fire consistently. Upon reaching level 5, you will get the Web spell which not only slows or immobilizes enemies but also negates fall damage if executed from a height. At level 9, you’ll unlock Gaseous Form, enabling you to evade attacks and squeeze into tight spots.

    Best Build for Swarmkeeper Ranger in Baldur’s Gate 3

    Prioritize Dexterity and Boost Wisdom

    As a ranger, you’ll have the opportunity to select favored enemies at levels 1, 6, and 10. Among the five options, it’s advisable to focus on Bounty Hunter, Keeper of the Veil, and Ranger Knight. The Mage Breaker option, which grants True Strike, is notoriously tricky to utilize effectively, while the Sanctified Stalker grants Sacred Flame, which isn’t particularly beneficial.

    Favored Enemy Bonus
    Bounty Hunter – Opponents hit by ensnaring strike receive disadvantage on their saving throw
    – Investigation Proficiency
    Keeper of the Veil – Offers protection from Evil and Good
    – Arcana Proficiency
    Ranger Knight – Heavy Armor Proficiency
    – History Proficiency

    While there’s no drastic difference among the swarm types, in the early game, the Flurry of Moths tends to be the most advantageous. Psychic resistance is less prevalent when compared to lightning and piercing, and the blinding factor helps impede enemy attacks and secure an edge over ranged magic users. The githyanki race boasts unique gear that enhances psychic damage and offers plenty of movement opportunities, making it a strong candidate for an optimized Swarmkeeper.

    With a good build, higher wisdom levels will improve your spellcasting ability, but it’s advisable to prioritize dexterity because it directly affects your attack strength and armor class. Here’s a list of suggested feats, equipment, and permanent bonuses to enhance your game.

    Feats Equipment Permanent Bonuses
    – Athlete (+1) – Nimblefinger Gloves (+2 for Gnomes, +1 for Dwarves and Halflings) – Auntie Ethel’s Hair (+1)
    – Lightly Armored (+1) – The Graceful Cloth (+2) – Mirror of Loss (+2)
    – Moderately Armored (+1)
    – Resilient: Dexterity (+1)
    – Weapon Master (+1)
    – Ability Improvement (+1-2)

    Several additional feats can support the Swarmkeeper without enhancing dexterity, such as Alert, Sharpshooter, and Crossbow Expert. Notably, a gnome equipped with Nimblefinger Gloves, ideal initial stats, and supplementary bonuses will yield the most powerful dexterity-centric attacks. While rangers don’t receive wisdom saving throw proficiency, they do gain proficiency with both dexterity and strength. A solid recommendation is to acquire the Helmet of Autonomy, located on a skeleton at the entrance of the Festering Cove, the home of the Kuo-Toa in BG3, as it is the only item that grants wisdom proficiency.

    Recommended Starting Stats

    • Strength: 8
    • Dexterity: 17
    • Constitution: 14
    • Wisdom: 16
    • Intelligence: 8
    • Charisma: 10

    Considering that the druid class shares wisdom as a spell modifier, it’s a sensible option for multiclassing as it harmonizes well thematically. Meanwhile, the cleric’s Tempest Domain pairs effectively with the Cloud of Jellyfish, providing bonuses like Destructive Wrath and Thunderbolt Strike when dealing lightning or thunder damage. Although it might not be the most dominant choice statistically, the Swarmkeeper quickly became one of my favorite subclasses in Baldur’s Gate 3 due to its entertaining playstyle.

  • Top Circle of Stars Druid Build for Maximum Effectiveness

    Top Circle of Stars Druid Build for Maximum Effectiveness

    Exploring the Circle of the Stars Druid Subclass in Baldur’s Gate 3

    Patch 8 of Baldur’s Gate 3 has introduced an exciting array of 12 new subclasses, among which is the Circle of the Stars Druid. This particular subclass harnesses its powers through a deep connection to celestial bodies, making it a great choice for players who enjoy spellcasting within the druid class. Much like the cleric, this subtype excels in both healing allies and inflicting serious damage on foes.

    One of the main frustrations players face with the druid class is that their characters often fade into the background, as they’ll frequently find themselves transformed into creatures like an owlbear after investing a lot of time into character customization. However, the Circle of the Stars Druid counters this issue with a unique take on wildshape, allowing players to enjoy their character’s aesthetics while still reaping the benefits of druidic powers.

    Understanding the Circle of the Stars Druid Subclass

    Unique Wildshape Forms, Healing Spells, and Enhanced Attack Rolls

    The Star Druid Class brings a fresh twist with its wildshape feature called Starry Form. There are three distinct forms available: Archer, Dragon, and Chalice. Unlike standard beast transformations, you can rotate between these starry forms once per turn without needing to dispel the current form or consume an additional wildshape slot. Although it may lack the more formidable beast forms of the Moon Druid, this flexibility positions it as a versatile choice. In Dragon form, if you roll a constitution saving throw and get a result of nine or lower, that roll is adjusted to a solid ten.

    Starry Form Ability Casting Conditions Bonuses
    Archer Luminous Arrow – 1d8 Radiant Damage + Wisdom Modifier Bonus Action +2d8 Radiant Damage at Level 10
    Chalice Chalice Healing – 1d8 Healing + Wisdom Modifier Bonus Action after using a spell slot on a healing spell +2d8 Healing at Level 10
    Dragon Dazzling Breath – 2d6 Radiant Damage + Wisdom Modifier Bonus Action +1d6 Radiant Damage at Level 5 and 10, Fly Spell at Level 10

    This subclass also inherits several clerical abilities, including guidance at level one and access to the guiding bolt spell by level two. The guiding bolt can be cast using either a spell slot or a "Star Map" slot—Circle of the Stars Druids start with two of these slots and gain additional ones at levels five and nine. At level six, they acquire "Cosmic Omens," enabling them to increase or decrease attack rolls and saving throws, mimicking the Sorcerer’s "bend luck" ability. This feature can significantly amplify the effectiveness of guidance.

    Optimal Build for Circle of the Stars Druids

    Prioritize Wisdom Without Neglecting Constitution

    When building your druid, it’s crucial to maximize your wisdom modifier, as it plays a vital role, especially in this subclass. Even in Starry Form, you can cast spells, prompting a focus on enhancing your spell slots. While the Dragon form provides a minor boost to constitution, it doesn’t offer the dual health bar feature associated with regular wildshape, making it advisable to seek additional health items.

    I recommend obtaining the Amulet of Greater Health during Act 3 to enhance your survivability. The Ring of Protection awarded by Mol after stealing the druid idol is another excellent choice.

    Recommended Base Stats:

    • Strength: 8
    • Dexterity: 13
    • Constitution: 16
    • Intelligence: 8
    • Wisdom: 17
    • Charisma: 12

    A must-have item for all druids in BG3 is the Shapeshifter Hat, which grants an additional wildshape charge. This is particularly valuable as you can switch between starry forms without burning charges—having extra slots allows for extended play without necessitating a rest. You can acquire this hat from Helisk in the Devil’s Fee. Other worthy items, such as the Helmet of Grit and the Pyroquickness Hat, provide extra bonus actions, enabling you to utilize Starry Form abilities more frequently.

    Multi-Classing Options

    The most intuitive multi-class choice would be the cleric, given the similarities and shared reliance on wisdom modifiers. This pairing works especially well with the Life Domain, as the chalice form offers substantial healing boosts for your team. Life Domain clerics receive a healing bonus from level one, allowing you to take a single level in cleric for an extra enhancement. They also gain proficiency in heavy armor—another defensive layer while in Starry Form.

    A few beneficial feats include increasing your Wisdom, selecting Resilient: Wisdom, and acquiring War Caster. Additionally, Auntie Ethel’s hair can boost any ability by one, and the Mirror of Loss adds two to any ability. Equipping Khalid’s gift amulet found in a display case in Elerrathin’s Home can elevate your wisdom to the maximum of 24, ideal for this class. Overall, the Circle of Stars is one of the most advantageous druid subclasses in Baldur’s Gate 3, rivaling even the Life Domain cleric in utility.

  • Ultimate Oath of the Crown Paladin Setup Guide

    Ultimate Oath of the Crown Paladin Setup Guide

    Baldur’s Gate 3: Understanding the Oath of the Crown Paladin

    Baldur’s Gate 3 has introduced 12 new subclasses, including the Oath of the Crown Paladin. This addition is part of the newly released Patch 8, which is anticipated to be the final content update for Baldur’s Gate 3. Along with a suite of new subclasses for each playable class, the update also introduced a photo mode and full crossplay capabilities—making it one of the most significant changes to the game recently. Subclasses fundamentally alter how a character plays, offering specialized abilities that highlight unique facets of their class.

    For Paladins, these subclasses manifest as Oaths—principles your character vows to uphold in line with their roleplaying decisions. Oath of the Crown Paladins are committed to justice and order, typically serving as embodiments of authority within the rich lore of the Forgotten Realms. Notably, a Paladin’s subclass can shift based on the player’s choices: straying from your Oath can lead to becoming an Oathbreaker Paladin. While this transformation isn’t inherently negative, it can disrupt a well-planned character build. Below is a guide to effectively creating and maintaining an Oath of the Crown Paladin.

    Oath of the Crown Paladin Subclass Overview

    Oath of the Crown Features

    The core purpose of selecting a subclass in Baldur’s Gate 3 is to enhance your character with additional features. You receive these benefits alongside your primary class features—specifically, you gain a new Oath of the Crown feature at each odd-numbered level (excluding level 11).

    Most features associated with your Paladin subclass are termed oath spells. These spells are automatically learned and always prepared, allowing you to dedicate your remaining spell slots to different options. The table below outlines the features you gain as you progress as an Oath of the Crown Paladin.

    Level Feature
    1 Oath of the Crown Tenets: Your commitment to Law, Loyalty, and Responsibility.
    Righteous Clarity: Use a Bonus Action and a Channel Oath charge to add your target’s Proficiency Bonus to their attack rolls (one Channel Oath charge per Short or Long Rest).
    3 Champion Challenge: Use a Bonus Action and a Channel Oath charge to force nearby enemies to attack you, imposing Disadvantage if they choose other targets.
    Turn the Tide: Heal allies within your vicinity using a Bonus Action and a Channel Oath charge.
    Oath Spells: Learn and always have prepared Command and Compelled Duel (single-target).
    5 Oath Spells: Spiritual Weapon (a spectral weapon dealing 1d8+1 damage with its own initiative turn) and Warding Bond (boosts an ally’s defense and saving throws, with the caster taking damage in return).
    7 Divine Allegiance: Use your Reaction to heal an ally within 1.5 meters of you for an amount equal to twice your Paladin level, but you take the same Radiant damage.
    9 Oath Spells: Spirit Guardians and Crusader’s Mantle (a 9-meter aura granting allies an additional 1d4 Radiant damage).

    The Oath of the Crown excels at tanking—drawing enemy fire with Champion Challenge, Command, or Compelled Duel to protect your teammates. Enhancing your defense with Righteous Clarity or Warding Bond ensures you remain in the fray while abilities like Spiritual Weapon, Spirit Guardians, and Crusader’s Mantle bolster your melee damage beyond standard attacks.

    Tenets of the Oath of the Crown Explained

    Upon choosing the Oath of the Crown at level 3, you commit to upholding three tenets: Law, Loyalty, and Responsibility. Making choices that conflict with these principles can summon the Oathbreaker Knight, presenting the option to become an Oathbreaker Paladin. Oathbreakers are characterized by a more aggressive playstyle, gaining abilities that can frighten foes and raise the deceased. While this can be beneficial, it can also stray you from your envisioned Paladin build.

    Notable decisions that could lead to breaking your Oath include siding with corrupt figures, refusing to aid allies in need, or even failing to fulfill commitments. Minor actions, such as running from the law or neglecting quest requirements before a crucial point, may also result in an oath breach.

    Optimal Build for Oath of the Crown Paladins in Baldur’s Gate 3

    Best Stats and Feats

    As a Paladin, your spellcasting relies on Charisma, so it’s advisable to prioritize it among your stats. Additionally, enhancing your Constitution can improve your HP, enabling you to withstand the pressure from numerous enemies.

    For those looking to finely tune their characters, there is little need to invest heavily in Dexterity, Intelligence, or Wisdom.

    Recommended Gear and Feats

    As an Oath of the Crown Paladin, your role in combat will be to absorb damage, so focus on feats that enhance your defensive abilities. Below are some ideal feats for a Paladin:

    • Alert: A +5 bonus to Initiative rolls, allowing you to establish an early presence on the battlefield and rendering you immune to surprise attacks.
    • Durable: Fully restore health during Short Rests.
    • Heavy Armor Master: Gain proficiency in heavy armor for superior defense.
    • Sentinel: Use a reaction to strike back at enemies attacking your allies within melee range. This pairs well with reach weapons.
    • Great Weapon Master: Trade a -5 penalty to hit for a +10 bonus to damage on melee attacks.
    • Charger: Make a dash into battle without risking opportunity attacks.

    In terms of equipment, prioritize heavy armor and powerful weapons. Items such as Phalar Aluve, Viconia’s Walking Fortress, and Balduran’s Helm are excellent choices for mid to late-game scenarios. Any items crafted in the Adamantine Forge will serve well in the hands of your Oath of the Crown Paladin, while the Helldusk Armor should ideally go to other party members since it provides heavy armor proficiency that a Paladin should already possess.

    Should You Convert Minthara to an Oath of the Crown Paladin?

    Minthara, one of the companions in Baldur’s Gate 3, starts within the Oath of Vengeance subclass. While this works fine, converting her to the Oath of the Crown is a valid option. This shift may mean sacrificing some of her offensive abilities for greater defensive capability, benefiting the overall team dynamic. Though it may not align perfectly with her character or recruitment narrative, from a gameplay perspective, it remains a practical choice.

    In summary, these insights should equip you with the essentials to build a formidable Oath of the Crown Paladin in Baldur’s Gate 3. Though various configurations are possible based on your chosen spells and gear, these foundational guidelines aim to help you create a resilient Paladin ready to tackle the game’s toughest challenges.

  • Top Hexblade Warlock Build: Unleash Your Power!

    Top Hexblade Warlock Build: Unleash Your Power!

    Patch 8 of Baldur’s Gate 3: A Deep Dive Into the New Hexblade Warlock Subclass

    The latest update to Baldur’s Gate 3, known as Patch 8, brings an exciting expansion with the addition of twelve new subclasses, including the Hexblade Warlock. This unique subclass offers a martial twist on the traditional Warlock class, blending the power of magic with skilled combat. Hexblades forgem their identities with a sentient weapon that contains an entity from the Shadowfell, enabling them to curse adversaries and harness dark forces to dominate their foes.

    In addition to introducing fresh subclasses like the Hexblade, Patch 8 also features enticing crossplay capabilities, enhancing the overall gameplay experience. Unlike other subclasses that require multiple levels before selection, you can effortlessly create a Warlock character using the Hexblade archetype right from Level 1, facilitating immediate engagement in your gameplay journey.

    Understanding the Hexblade Warlock

    The Hexblade is regarded as one of the most captivating subclasses in Dungeons and Dragons 5th Edition, making its incorporation into Baldur’s Gate 3 seamless. Hexblades excel in melee combat, wielding both weapons and spells with natural Charisma rather than Strength or Dexterity to strike effectively.

    Choosing the Hexblade subclass does influence your proficiency with certain tools. However, it does not change your Saving Throw proficiencies, Hit Points, Pact Magic, or Skills—those are defined by your initial character creation choices.

    Like other Warlock subclasses, Hexblades acquire distinctive spells as they level up, which align with their combat-centric strengths. For instance, they gain access to Shield and Wrathful Smite at Level 1, promoting a more hands-on combat style. The Hexblade is particularly adept at utilizing magic that inflicts considerable damage or enhances their capabilities, allowing them to take the frontline effectively.

    Cursing Weapons and Building Your Hexblade

    As Hexblades progress, they gain formidable abilities to curse their enemies. This cursing mechanic allows Hexblades to inflict extra damage and summon specters upon the demise of a cursed target, turning fallen foes into powerful undead allies in Baldur’s Gate 3 under optimal circumstances. Additionally, these curses can even restore health to the Hexblade during battles, adding an unexpected level of durability for a spellcasting class.

    Best Build for a Hexblade Warlock

    To develop a robust Hexblade build, several elements need to be considered, such as your character’s Race, Ability Scores, and subclass features. Combining these factors will guide your gear choices and spell selections in Baldur’s Gate 3.

    • Starting Stats for Hexblade Warlocks: The ideal starting configuration for a Hexblade might look like this:

      • Strength: 8
      • Dexterity: 15 (+1 Bonus)
      • Constitution: 14
      • Intelligence: 8
      • Wisdom: 12
      • Charisma: 14 (+2 Bonus)
    • Recommended Races for Hexblade Warlocks: Certain races provide better synergies for a Hexblade Warlock. Primarily, consider these options:
      • Tiefling – Zariel: Offers features like Hellish Resistance and additional spells.
      • High-Elf: Grants enhanced weapon training and an extra cantrip.
      • Half-Orc: Provides advantages like increased critical hit damage and an endurance ability.

    Maximizing Your Hexblade’s Potential

    Achieving a Dexterity score of 16 enhances your Hexblade’s Armor Class (AC) along with improving your initiative rolls during combat. While any race can work with the Hexblade subclass due to its versatility, the aforementioned races have some of the best traits suited for this build. Charisma remains the most crucial stat, affecting both your attack capability and Spell Save DC.

    For players interested in multiclass options, Paladin or Sorcerer can significantly leverage the Hexblade’s Charisma-based proficiency, further enriching your character’s effectiveness.

    Example of a Strong Hexblade Warlock Build

    Here’s a wealth of features and spells to consider while progressing through levels as a Hexblade Warlock:

    Level Features Gained Spells Acquired Best Cantrips/Invocations Recommended Spells
    1 Hex Warrior, Bind Hexed Weapon, Hexblade’s Curse N/A Booming Blade, Eldritch Blast N/A
    2 Eldritch Invocations N/A Thief of Five Fates, One with Shadows N/A
    3 Pact of the Blade N/A N/A N/A
    4 Ability Score Improvement +2 Charisma N/A N/A N/A

    As you advance in levels, ensure your chosen spells and abilities amplify your damage output and crowd control. Baldur’s Gate 3 allows for immense customization, so feel free to adjust your focus based on your playstyle preferences.

    Powerful Gear for Your Hexblade

    Leveling up your Hexblade may present opportunities to find gear specifically tailored to enhance your build. Multiclassing may require even more specialized equipment or spell selections to best utilize the unique features of another class.

    Regardless of your chosen path, building an effective Hexblade Warlock can yield substantial power, particularly after the capabilities brought in Patch 8 of Baldur’s Gate 3. With the right mix of strategies and knowledge, this subclass can become one of the most formidable in the game.

  • Ultimate Guide to Crafting a Death Domain Cleric Build

    Ultimate Guide to Crafting a Death Domain Cleric Build

    With the launch of Patch 8 for Baldur’s Gate 3, players can now experience the dynamic Death Domain cleric. Released on April 15, 2025, this final patch introduces a wealth of new features, including a photo mode, comprehensive crossplay functionality, and support for Steam trading cards. Notably, it also adds twelve subclasses drawn from the expansive lore of Dungeons & Dragons, enriching the gameplay experience dramatically.

    For clerics, the new addition is a Death Domain subclass. This domain represents an intriguing shift in cleric capabilities, as they are typically associated with healing and support roles. However, the Death Domain embraces a more necromantic focus akin to a wizard specializing in necromancy. As a player, your objective will center on resurrecting the deceased and dispatching foes to join them. You’ll unlock a plethora of necromantic spells and unique features designed to enhance these spells and fortify your undead minions. Below, we delve into the specifics of the Death Domain subclass in Baldur’s Gate 3.

    Overview of the Death Domain Cleric Subclass in BG3

    The Death Domain cleric heavily emphasizes necromancy. Like other cleric subclasses, you choose this specialization at level one and gain new domain spells at each odd-numbered level (except for level 11). The key advantage of these domain spells is that they are always prepared for casting. In addition to this perk, several features help you in raising the dead and casting more potent necromancy spells. Here’s a rundown of the features unlocked as you progress as a Death Domain cleric:

    Level Feature
    1 Martial weapons proficiency
    Reaper: Necromancy cantrips now target two creatures instead of one.
    Domain Spells: Bone Chill, False Life, Ray of Sickness
    2 Touch of Death: When you hit a creature with a melee attack, you may spend a Channel Divinity charge to inflict extra necrotic damage. You gain one Channel Divinity charge at level 2 and another at level 6, with replenishment after long or short rests.
    3 Domain Spells: Blindness, Ray of Enfeeblement
    4 N/A
    5 Domain Spells: Animate Dead, Vampiric Touch
    6 Inescapable Destruction: Your necrotic damage bypasses the target’s resistance.
    7 Domain Spells: Blight, Death Ward (prevents the target from dying once)
    8 Divine Strike: Deal an additional 1d8 necrotic damage once per turn with a weapon attack.
    9 Domain Spells: Cloudkill, Contagion

    As highlighted, the overwhelming majority of spells within this subclass revolve around necromancy. Playing as a Death Domain cleric means you’ll be inflicting necrotic damage frequently, and your base abilities ensure you’re more effective than other characters with access to the same spell selection. For instance, the Reaper feature allows you to cast spells like Bone Chill to hit multiple targets. When you reach level 6, your necromantic attacks will ignore resistance, which is especially advantageous in the challenging later stages of the game.

    Additionally, the Death Domain grants you significant control over undead creatures. You can use "Turn Undead" to force undead enemies to flee, followed by utilizing "Destroy Undead" to eliminate them. Then, at level 5, you can raise your own undead minions with Animate Dead.

    Strategy as a Death Domain Cleric

    My typical approach with a Death Domain cleric is to remain at the backlines in the initial phases of combat, using necromancy spells for damage. Once some enemies are down, I cast Animate Dead, summoning minions to distract and overwhelm opponents. Summoning agile ghouls can effectively harass ranged enemies while continuing to launch necromancy attacks.

    The reanimated creatures may not deal staggering damage, but they excel at inflicting status conditions. Ghouls can paralyze opponents, while zombies can infect foes with the Crawling Gnaw disease, potentially turning them into additional zombies upon their death.

    Best Build for Death Domain Clerics in Baldur’s Gate 3

    When assigning Ability Scores, prioritize a high Wisdom for your Death Domain cleric, aiming for a score of at least 17 to enhance spell attack rolls. If you plan to use melee-focused skills like Touch of Death or Divine Strike, adding some points to Strength may be beneficial. If you lean toward a ranged playstyle while summoning undead, Strength can be de-emphasized.

    It’s also wise to invest some points in Constitution to boost your maximum hit points. If you enjoy roleplaying, consider investing in Charisma or Intelligence, but if your focus is on min-maxing for combat, you might choose to minimize those stats.

    Optimal Gear for a Death Domain Cleric

    As a Death Domain cleric, you’ll have proficiency with Martial Weapons, which is a great advantage. Utilizing a flail for your primary weapon is advisable due to its extra defensiveness. The Flail of Ages, obtained from Fytz the Firecracker in the Lower City, is a superb choice that applies various status effects. The Planeslayer Flail can also be ideal as it delivers extra damage against undead foes.

    For armor, aim for the best options available, with Helldusk Armor being a prime choice. If that’s unattainable, seek armor that enhances spellcasting, such as the Armour of the Sporekeeper.

    Is Shadowheart a Good Choice for Death Domain Cleric?

    Though Shadowheart starts as a Trickery cleric, you can respec her to adopt the Death Domain subclass once you’ve unlocked Withers. This transition aligns seamlessly with her lore, and she possesses suitable stats: a Wisdom score of 17 ensures she can deal significant necromantic damage, while her Strength of 13 supports her melee capabilities.

    That said, keep in mind that the Death Domain focuses heavily on damage output. While it offers some healing options, they aren’t its strong suit. If you’re looking for a dedicated healer, it’s better to opt for the Life Domain. Although the Death Domain may not match the sheer power of the Light Domain, it becomes incredibly potent in the later game stages and is a blast to command a horde of undead.

    To conclude, you now have all you need to construct a formidable Death Domain cleric. Although it closely resembles a Necromancy wizard build, it infuses fresh (albeit false) vigor into your Baldur’s Gate 3 adventures.

  • Glut vs. Spaw: Whose Side Will You Choose in Baldur’s Gate 3?

    Glut vs. Spaw: Whose Side Will You Choose in Baldur’s Gate 3?

    In Baldur’s Gate 3, the decision between siding with Sovereign Glut or Sovereign Spaw presents players with a significant choice. Both Myconid leaders can be found in the Underdark, a hidden subterranean area accessible during Act 1 of the game. Sovereign Spaw leads a group of Myconids seeking to protect themselves from the malevolent Duergar, while Sovereign Glut, having lost his own circle to these invaders, has taken refuge in Spaw’s colony.

    Throughout Baldur’s Gate 3, choices can lead to different storylines and alter character interactions. Picking a side in the conflict between the two Myconid rulers not only yields rewards in terms of loot but could also lead to unique narrative experiences. However, these choices can also lead to intense battles, with the risk of Glut being killed in the fray, which would abruptly halt a particular narrative thread.

    Choosing to assist Sovereign Spaw entails warning him about a plot against his life. In return, Spaw offers access to a hidden treasure chamber if you take down Glut. This decision also impacts party dynamics; characters like Karlach and Lae’zel are supportive, whereas Astarion disapproves of this course of action.

    Defeating Glut can provide better loot than what Spaw has. Glut carries several valuable items, including spell scrolls and resources from the Underdark. However, it’s essential to note that looting Glut in front of other Myconids is considered theft. To avoid this, players must either kill Glut discreetly or attempt to loot him stealthily, perhaps utilizing spells like Invisibility.

    While Glut’s items are tempting, reporting his death to Spaw opens up the secret treasure chamber and grants more rewards, including spell scrolls and the Shadow of Menzoberranzan helmet. This helmet allows the wearer to activate Invisibility once per long rest, making it a vital item, particularly for classes like rogues or rangers.

    On the other hand, siding with Glut has its own advantages. While the character dynamics shift—Astarion approves while Karlach and Lae’zel do not—Glut’s powers can prove invaluable during battles, especially against formidable foes like Gekh Coal. His ability to animate corpses can temporarily bolster your party, although there’s a risk he may fall during combat.

    Ultimately, players should assess their strategy carefully. Siding with Glut often leads to a series of combat encounters, culminating in his quest for power against Spaw. This initiative requires the party’s assistance to take down Spaw after defeating the enemy Gekh Coal. While the loot garnered from Spaw is generally superior, the unique gauntlets offered by siding with Glut can be alluring for specific character builds.

    Moreover, choosing to support Spaw tends to be a more straightforward path. Spaw’s health and combat strategies generally don’t present a significant threat compared to Glut’s, who, while powerful, invites a complex web of alliances and potential pitfalls.

    In terms of storytelling consequences, neither decision drastically alters the larger narrative of Baldur’s Gate 3. Whichever sovereign you choose to align with, you’ll eventually find yourself battling the next foe in the Underdark under their direction. The differences lie mainly in loot types and companion reactions, marking the choice as one of nuance rather than monumental impact.

    In summary, while players can find compelling reasons to support either leader, siding with Sovereign Spaw usually proves to be the more efficient choice. It offers a balance of ease in battle and favorable loot without compromising story experience.

  • Maximizing Tiefling Survival in Baldur’s Gate 3 (Leave No One Behind)

    Maximizing Tiefling Survival in Baldur’s Gate 3 (Leave No One Behind)

    One of the toughest accomplishments to achieve in Baldur’s Gate 3 is “Leave No One Behind.” This achievement centers around a group of tiefling refugees from Elturel, who your party encounters during Act One. Like your characters, these tieflings are trying to make their way to Baldur’s Gate, facing numerous threats along the way.

    To earn this achievement, you need to rescue as many tieflings as you can during the first two acts of the game and help them reach Baldur’s Gate safely. However, it’s not just a matter of protecting them in dangerous situations; your decisions can lead to their demise, either directly or indirectly. Unlocking this achievement requires strategic planning and dedication, so here are the steps you need to follow.

    How To Achieve “Leave No One Behind” In BG3

    Understanding the Parameters of This Challenging Achievement

    Unfortunately, saving every tiefling is impossible, as some characters are fated to perish regardless of your choices. Interestingly, to unlock this achievement, you may need to spare specific characters, even if they meet an untimely end later on. It’s more about ensuring that everyone stays alive for as long as possible, rather than simply counting the number of survivors who reach Baldur’s Gate.

    For players taking on the role of the Dark Urge origin character, achieving this goal can be particularly difficult. They have a scripted moment where they must kill Alfira, a tiefling bard, who could otherwise navigate Act One without harm. To avoid her death, the Dark Urge character must incapacitate her before each long rest after first meeting her in the Druid’s Grove. Failing to do this can jeopardize the entire achievement.

    How To Protect The Tieflings In Act One

    Maintaining Peace in the Emerald Grove

    The first crucial step to saving the tieflings occurs early in BG3‘s Act One when a band of goblins attacks them in the Emerald Grove. Be sure to defeat the goblins before their leader, Zevlor, is killed during this encounter. Once you’re inside the Grove, interact with several key characters to secure their safety.

    Be cautious not to provoke the tieflings by initiating fights or stealing within the Emerald Grove, as this could turn them against you.

    The first key character, Nadira, is situated near her telescope on a hill. You’ll need to stop a bugbear assassin from harming her. Next, find another tiefling named Arka, who is ready to execute a goblin prisoner. Talk her down from this act of vengeance, or she will leave the Grove and likely face death. Additionally, you’ll encounter three sibling tieflings—Rolan, Cal, and Lia—whom you must convince to stay in the camp; their presence will help protect other tieflings later.

    Then there are two children, Mirkon and Arabella. Save Mirkon from harpies luring him to the shore, as he can provide valuable information about a secret cave. Forming a bond with this tiefling thief can prove helpful later on. Arabella, on the other hand, is at risk of dying at the hands of Kagha’s snake unless you persuade the druid to let her go.

    If you’re playing as the Dark Urge, you’ll face numerous options to harm other tieflings in the Grove, such as Pandirna. While aiding these NPCs isn’t strictly necessary for the achievement, killing them will ruin your chances, so steer clear of those choices.

    Lastly, you need to strategize before heading to the goblin camp. Luring the goblins back to the Grove can put many tieflings at risk. The best approach is to confront the goblins directly at their camp, preventing further violence in the Grove and allowing the tieflings to safely continue their journey.

    Saving the Refugees in Act Two

    If you’ve followed the previous steps, it’s important to note that several tieflings, including Arka and others like Nadira, may still be found dead in the Shadow-Cursed Lands. Their ultimate fates do not affect the achievement after this point, but you must ensure the remaining tieflings are saved, particularly those sheltering at Last Light Inn or held captive at Moonrise Towers.

    Make sure Last Light Inn remains intact, as failing to protect it will lead to the deaths of many tieflings. You also need to defend them during Absolute’s assault, as the Winged Horrors can pose a lethal threat. Afterward, rescue the trapped tieflings in Moonrise by assisting Wulbren Bongle in staging a successful prison break, which will bring Cal, Lia, Lakrissa, and Danis back to safety at Last Light.

    Additionally, there are more tieflings scattered throughout the region. Rolan will leave Last Light to search for his siblings and will need saving from Shadows at the southern edge of the map. Arabella is near the House of Healing, seeking her parents (who perish regardless), and she must be returned to camp. Finally, Zevlor must be rescued from the Illithid Oubliette during the climax of Act Two.

    Whenever combat occurs and a tiefling is in the mix, using spells like Sanctuary or Shield of Faith can increase their chances of survival.

    If you successfully manage all these steps, the maximum number of tiefling refugees will safely arrive at Baldur’s Gate. However, the “Leave No One Behind” achievement is not instantly granted. The survivors could still face death during events in Act Three, and you must speak with Mol in the Guildhall for them to be considered “safe.” If you complete all these objectives without losing any tieflings, you will be rewarded with the “Leave No One Behind” achievement when you finish the game.

  • Top Deities for Clerics to Venerate in Baldur’s Gate 3

    Top Deities for Clerics to Venerate in Baldur’s Gate 3

    The cleric class in Baldur’s Gate 3 is often overlooked. While many see them primarily as healers, clerics have access to some of the most effective and powerful offensive spells in the game. They also stand out as one of the most customizable classes, allowing players to choose a particular deity to follow.

    In Baldur’s Gate 3, there are 20 different deities available for clerics to worship. Each deity offers unique connections to the world of Faerûn, leading to distinct interactions. For instance, you can make a prayer to any deity at the Stormshore Tabernacle during Act 3. However, the choice of deity can unlock varying amounts of content, with some being more advantageous than others.

    Drow Clerics of Lolth or Eilistraee Excel in the Underdark

    The Two Deities Respond Differently to the Phalar Aluve

    Some deities in Baldur’s Gate 3 are exclusive to certain races; for example, only Duergar can worship Laduger, and Githyanki exclusively follow the lich queen, Vlaakith. Yet, the most intriguing deity tied to a specific race is Lolth, the head of the Dark Seldarine pantheon, which aligns well with an evil playthrough. Drow have two sub-race options, but Lolth is the sole deity drow clerics can worship. Additionally, Lolth’s daughter, Eilistraee, is available for clerics but can be followed by characters of any race.

    Location/Event

    Lolth Cleric Interaction

    Act 1 – Shattered Sanctum, Goblin Camp

    Clerics can persuade giant spiders to aid them against goblins by claiming to be the avatar of Lolth.

    Act 2 – after using the Spider Lyre

    Lolth’s clerics can taunt Kar’niss, calling him an abomination of their queen.

    Act 2/3 – after recruiting Minthara

    Being a drow cleric, Lolth’s priests have unique dialogue with Minthara, who disapproves of most of their comments due to her rejection of the Spider Queen.

    In the Underdark, there’s a longsword called Phalar Aluve embedded in stone. A cleric of Eilistraee will recognize it as part of an ancient blood ritual and feel its blessing if they succeed in extracting it. On the other hand, if a Lolth cleric removes the sword, they would witness a scene where Lolth gives a stern warning not to offend her again. This ancient rivalry means Lolth despises any of her clerics honoring Eilistraee.

    Clerics of Tyr and Kelemvor Unlock Special Dialogue in Act 1

    Even Deities Not Linked to the Main Plot Offer Intriguing Content

    As you progress in the game, you will encounter various groups following numerous gods and goddesses. However, you cannot worship every deity, as some, like Umberlee, aren’t part of the cleric customization menu. In Act 1, Karlach’s quest involves tracking down a group of false paladins of Tyr. Only a cleric of Tyr, who is also a multiclassed Paladin, can expose their deceit by asking Anders to recite “the Creed of the Left Hand,” which he cannot do.

    Upon meeting Withers in Act 1, clerics of Kelemvor can engage in a unique conversation with him. As followers of the god of death, they might mention that he looks familiar. Later, they can even ask if he is also a believer in Kelemvor, given his undead status; however, he isn’t. This interaction has led many theorists to speculate about Withers’ true identity being connected to Jergal, the scribe of the dead, or at least suggesting some relation.

    Worshiping Selûne or Mystra Can Lead to Hilarious Conversations with Companions

    Clerics of Selûne Share the Best Dynamic with Shadowheart

    Clerics of Mystra and Selûne offer the most unique dialogue interactions in the game due to their connections with companion characters. In Act 1, Mystra clerics stand out as the only clerics who can quell the magic around Gale’s portal more efficiently. They also find themselves in amusing situations after learning about his history with the goddess. Mystra is one of the few deities who appear in a tangible manner; in Gale’s Act 3 narrative, players can encounter her directly, making her a compelling choice to enhance the storyline’s depth.

    If you’re planning to convert Shadowheart back to the worship of Selûne, you might want to avoid selecting all the Selûne-related dialogue options. I once made the mistake of fully role-playing as a dedicated Selunite cleric, trying to convince Shadowheart not to kill the Nightsong by emphasizing those beliefs, which only seemed to push her further towards becoming a Dark Justiciar.

    Selûne is often seen as the “default” goddess to follow, and it’s easy to see why. Selunites have remarkable conversation options with Shadowheart and may enjoy one of the most rewarding romance arcs with her. They particularly shine in Act 2, where Isobel, another cleric of Selûne, plays a significant role in the plot. While all cleric options in Baldur’s Gate 3 offer something unique, Selûne stands out as the best choice for players seeking strong narrative connections and character dynamics.

  • Defending Against the Shadow Curse: Your Essential Guide

    Defending Against the Shadow Curse: Your Essential Guide

    During Act 2 of Baldur’s Gate 3, players will encounter a Shadow Curse that blankets the land, making it impossible to navigate certain areas without facing severe damage. To successfully traverse these cursed lands, you’ll need to utilize sources of light and specific spells.

    At first, a simple torch can offer some protection against the curse. However, as you venture deeper into more corrupted regions, this will no longer suffice. Additionally, the curse may affect some party members differently based on their equipment and combat style. Early on, you can also benefit from ambient light or higher-level spells like Daylight, but you’ll need a more effective strategy as you progress.

    How to Navigate the Shadow Curse in Baldur’s Gate 3

    Moonlanterns & The Pixie Blessing

    If you meet with Isobel, the Cleric at the Last Light Inn, she can grant Selûne’s Blessing. This blessing enables your party to navigate through less intense areas of the Shadow Curse without needing torches or other light sources, but it won’t protect you in denser parts. For those situations, you’ll have a couple of choices, including the Moonlantern or Pixie’s Blessing.

    While exploring Act 2, you might run into a group of Fist warriors planning to tackle the curse, who will set up an ambush against a Drider and some cultists. Eventually, you will encounter Kar’niss, a Drider in possession of a valuable item known as the Moonlantern. If you’ve taken the time to explore the Grymforge area, you may have already discovered a broken Moonlantern.

    Note: The companion character Shadowheart has a natural resistance to the Shadow Curse, allowing her to cross the first layer without any light source. However, this won’t help against thicker areas of the curse.

    The Moonlantern can help you navigate these dense parts of the Shadow Curse, though it might be somewhat inconvenient, as the broken lantern you found earlier cannot be repaired. Fortunately, Kar’niss’s lantern is functional thanks to a pixie named Dolly Dolly Dolly who energizes it.

    If you decide to oppose the ambush, you may find Dolly Dolly Dolly dead inside the lantern once you reach Moonrise Towers. However, if you join in the ambush, you will obtain the lantern carried by Kar’niss during the fight or from Isobel when you return to the Last Light Inn.

    Important Note: While the quest "Lift The Shadow Curse" becomes available after entering the area, you’ll later learn the curse cannot be lifted until the end of Act 2, when the main antagonist of this storyline is defeated. Therefore, be cautious and realize that you’ll need either the Moonlantern or the Pixie Blessing to progress without harm.

    Once you have a functioning Moonlantern, you have two options: use it as is or release Dolly Dolly Dolly from within. The better option is to free her, as she will reward your party with the Pixie Blessing, allowing everyone to navigate through any parts of the Shadow Curse freely in Baldur’s Gate 3 without taking damage.

  • Baldur’s Gate 3: Solving the Abandoned Cistern Sluice Puzzle

    Baldur’s Gate 3: Solving the Abandoned Cistern Sluice Puzzle

    The Abandoned Cistern Puzzle might easily slip under the radar in Baldur’s Gate 3, but those following the adventures of Jaheira and Minsc are likely to stumble upon it. If you’ve encountered the Stone Lord in the Counting House, you’ll recognize the moist, shadowy parts of the Lower City where this puzzle is located. Completing it is necessary for progressing certain companion questlines, making it essential to tackle at some stage in your journey.

    Jaheira and Minsc are characters from earlier Baldur’s Gate titles, and their questline is a nod to long-time fans of the series. To kick things off, be sure to recruit Jaheira during Act 2, as her presence adds a unique touch to your adventure and opens the door to what many consider the ultimate conclusion of the sluice-gate puzzle quest.

    How to Begin the Abandoned Cistern Puzzle

    Head Down Into the Lower City Sewers

    To start the Abandoned Cistern Puzzle, you need to follow Minsc as he leads you into the sewers after confronting him at the Counting House. This quest is connected to Jaheira as you and your party delve into the mystery of the Stone Lord in Baldur’s Gate. Expect tougher battles during this segment as it takes place in Act 3, unlike the earlier quests.

    Related

    One Baldur’s Gate 3 Plot Hole Prevents Minsc And Jaheira From Being Gods

    Minsc and Jaheira aren’t as powerful as they should be in Baldur’s Gate 3. Here’s why, and what it would look like if the game took a different route.

    After you’ve faced the Stone Lord at the Counting House and have been tasked with recovering the lost treasures from the vault, you should investigate the vault. If you succeed in an Investigation check, a party member may mention the city’s sewers. You can access the sewers through any of the following entrances:

    • The Thieves Guildhall: By agreeing to assist Nine-Fingers, you can enter the sewers from here.
    • Danthelon’s Dancing Axe: If you aided the Harpers in the basement (which is necessary to recruit Minsc), you can access the sewers from their hideout.
    • The Manhole Cover: Located just south of the Janneth Estate, you’ll find a manhole cover that leads to the sewers.

    Regardless of your chosen entrance, you need to navigate to the northwestern area of the sewers, dealing with any Bhallists or other foes that block your path. After clearing this area, you’ll arrive in a chamber featuring two large valves and a massive locked door. To progress, you’ll need to adjust the valves to balance the water’s temperature and pressure to unlock the door.

    Discovering the Note for Sanitation Workers

    Find Your Key Clue for the Puzzle

    Beside the Temperature Valve, there’s a note attached to the machine. This note clarifies that the water temperature and pressure must be at “optimal” levels for the gate to open. Until both parameters are at their optimal points simultaneously, that large round door will stay shut.

    Characters with a strong Perception skill can easily spot the Note to the Sanitation Workers, so ensure someone in your party has a high score in this skill to catch the hint without missing it.

    Timing is critical in this puzzle, as the levels controlled by each valve shift over time. The note stipulates that the valves need to reach optimal levels, not merely the highest settings, making it challenging to get both the pressure and temperature just right at the same time. Position your party members so they won’t obstruct your efforts (unless you’re going solo with a unique character build), and prepare to act swiftly.

    How to Solve the Sluice-Gate Puzzle in the Abandoned Cistern

    Increase the Temperature to Its Ideal Point

    Perfect solution to sluice gate puzzle in baldur's gate 3

    By interacting with each valve, you’ll see a status update at the top of your screen showing that the “X level is rising.” Next to this, you’ll also see the current status of the water’s temperature or pressure. Start with the temperature valve, adjust it, and wait until it indicates “Perfectly Warm” at the top of the screen, then turn it off. Quickly do the same for the pressure valve until both registers show that they are optimal.

    Once a valve is turned off, its corresponding level will gradually decrease. This means you’ll need to be quick to ensure both valves are at perfect levels at the same time. If your first attempt doesn’t succeed, wait for the valves to reset and give it another shot!

    After accomplishing this, the gate of the Abandoned Cistern will unlock, allowing you to move forward and face the Stone Lord. Don’t forget to bring Jaheira into your party if you want to recruit Minsc in Baldur’s Gate 3 and advance both of their story arcs.

    Related

    The Most Confusing Companion Stats In Baldur’s Gate 3

    The companion ability scores in Baldur’s Gate 3 are balanced for gameplay, yet some choices are strange, leaving characters with unfitting stats.

    Crossing the gate that was previously sealed off will trigger a cutscene leading to a battle, so ensure your party is well-rested and prepared for action. The true identity of the Stone Lord might surprise you, influencing how you engage in the ensuing combat. Ironically, solving the Sluice Gate puzzle in Baldur’s Gate 3 raises more questions than it answers.