For the first tip, you can enter Turn-Based mode when you go in to pickpocket. This will help you to circumvent the duration-limit that Feign Death puts on you.
Not sure why you'd bother with the whole ally/feign death thing if the end goal is to pick pocket and you're using turn based. Why use an extra lvl 3 spell for feign death and not just fog? Can you not fail the skill check for items?
@@Jvon7113it stops them from interrupting you if you fail and you can just spam the button to pass. but I think it's easier to use hold person which does the same
@@flagrantyeti For example if you have a level in rogue and you get the hand crossbow from the moonraise tower -> the sneak attack converts to force damage (I guess it checks the main damage type of the mainhand ranged weapon), and since it's force damage attack done by eldritch blast - it gets buffed by Agonizing Blast/Potent Robe etc.
For the anti-resistance trick you can play as a bard from the college of lore. This gives you the cutting words reaction, this let's you subtract 1d10 from any enemy saving throws (as far as I know it's the only mechanic in BG3 that can do this). This becomes insanely powerful with hold person (or hold monster), if you upcast hold person you can hold upwards of 4-5 enemies in a single turn adding cutting words to anyone who passed the saving throw. It's pretty much a "you win" button for your party at that point forward.
@@cinifiend Bane (the anti Bless, if you wish) does the same but only 1d4. And of course you can do both since Bane is also on the bard spell list or have Shadowheart cast it. Few foes can withstand a 1d10 + 1d4 minus to their saves. A nice extra is that Bane also gives a minus 1d4 to attacks.
Not always. Each source of damage is treated as a Check. If the item requires you to deal at least 22 damage, and you have three instances of 11 damage each, you will not damage the item even though you would ordinarily have dealt 33 damage total. You need to have dealt at least 22 damage with a single instance, which using a 1d10 ability is really really tough.
@@graog123 most items that are sturdy happen to also be vulnerable to force damage doubling it. so lets say your CHR modifier is +3, 1d10+3 = 4-13, hitting for either 12 or 13 will cross over that 22 damage threshold. Of course not everything is vulnerable to force damage so there is that
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
You don't need to succeed survivor checks to find the chests. You can use shovel when you see survival check appear on the spot and it will dig the chest out even if it is 2-3 meters away from you. Less gimmicky way is summon scratch, you can summon him once per short rest.
Thank you for the tip, there's a goblin stash in act 1 that all my characters failed the check, so I thought I had to go back once I had a new companion to try the check again.
I guess they let you dig it up because of scratch's feature, but you can do it without scratch. Oh well, most of the loot is just gold, gems and maybe some scrolls or potions.
So I did that and the chest came up but it was completely empty, I dunno if that was just bad luck or a bug, but I thought they might've patched this small exploit. This was a bit over a week ago.
Here's a combo no one seems to be talking about: Sphere of invulnerability + Transfuse health If a character with the mindflayer ability transfuse health (sacrifice 50% of the caster's health to heal the same amount on another character) while inside the effects of sphere of invulnerability, the character doesn't lose their health and can effectively heal up the entire party.
Eldritch Blast is as powerful as it is because Warlocks are limited on spell slots; there are some combinations of invocations and items that can make Eldritch Blast just nuts. In tabletop, there's an invocation that doubles the range from 150 ft, to 300 ft; Repelling Blast, and the Spell Sniper feat, and you can pop targets off high castle walls from so far out of range they'll need siege equipment to reach you. Not quite so crazy in Baldur's Gate 3, mind you.
Because it scales up , costs no Spell Slots, and with Hex averages 12 dmg/ per hit, and can Critical Hit, its a go to for casters looking to survive loong extended battles , mopping up weaker enemies , etc. Repelling Blast is great for pushing enemies back- into CC effects like Cloud of Daggers/ Spike Growth. My favorite build so far is Fiend Warlock 2 and Storm Sorcerer 10.
The Infinite Goodberries trick takes me back to D&D3.5, the system with dozens of bizarre weird infinite loop interactions you could use to absolutely no practical effect whatsoever except annoying your DM.
FOR THE FIRST TIP: (before giving away sooo much money) respec to level 1 and stay there and gift JUST 400 gold instead... that maxes it out since the game thinks ur only lvl 1....
You can also have near infinite camp supplies by immediately sending them to camp upon finding them. They will be used directly from the chest when you camp.
Pay attention to the auto-select feature when selecting long rest supplies. There are some supplies like the bowl of healing gruel that it will happily gobble up whereas I'm looking forward to hurling that at party members instead of healing potions. I seem to remember it offering the party to consume the Owlbear Egg at some point too which was how I noticed.
The best way to pickpocket is to have a party member initiate conversation with a merchant, stay in conversation but switch to another character to pickpocket. Hold person will last indefinitely if they're in conversation.
Goodberry as camp supply is such a waste. By the end of Act 1 i had grabbed over 1k of rations. That's enough to last 25 days. Food is plentyfull in BG, It's better to use good berry to save on short rest instead.
Eldritch blast isn’t over powered. It’s designed to be the most powerful cantrip in the game to help the warlocks who have the fewest spell slots per encounter. *the more you know*
The problem is now Eldritch Blast stack with everything, lighting charges, callous ring radiant damage, sneak attack, Phalar. When all stack together Eldritch Blast from 3 gun shot become Eldritch Cannon.
@@violau8550 all cantrips stack with the items you mentioned and lightning charges. Eldritch Blast isn't any more powerful than a Fighter using a Heavy Crossbow with a 20 dex, and the Spellmight Gloves are an extra 1D8 putting it firmly behind Sharpshooter which is a flat 10 damage increase. if anything the only "overpowered" about Eldritch Blast, is that Repelling Blast has no saving throw and knocks enemies back 15ft regardless of size (other than the Avatar or Myrkul which can't be moved by any means)
@@JondarKorricI’m not saying that you’re wrong, but my one addition to that enemy list would be the matriarch spider in the Whispering Depths. I was on Explorer and the cantrip hit but she saved on the throw 😂
@@JondarKorric compare it to any other cantrip in the game. It’s the most powerful cantrip. And, it was intentional. Several subclasses in the pen and paper game get some kind of additional modifier of damage added on to cantrips. None of them match eldritch blast with invocations. It was an intentional balance decision to make it more powerful than any other cantrip. The same is true for the fireball spell. They very intentionally made it more powerful than alternatives. As far as eldritch blast goes. The game designers for 5E were very good. When you look at a D12 poison spray and compare to a D10 firebolt or D8 sacred flame or produce flame there are mathematic and tactical considerations that place those where they are (spells like Ray of frost and others that have additional effects are harder to compare and go beyond scope of this conversation). Resistance and invulnerability’s are one. More things are resistant or vulnerable to poison damage than anything else. So, it’s more common for poison stuff to be higher damage (because more of the time it does reduced or zero damage, so when it does do damage it has to make up for those resistant/immune targets). Fire is, I think, the second most commonly resisted thing in the game. This is also why things that do psychic damage tend to do less damage. Fewer things resist it. So, if you cast a fire thing and a psychic thing a thousand times in an adventure with a wide variety of targets the goal is that they end up doing the same damage over time. I believe force damage is the least resisted and immune thing in the game. This is part of what makes magic missile so awesome. But, not only is that eldritch blast doing high damage (D10 per cantrip tier), not only is it really high range, not only is it the least resisted damage type, not only does it apply ability score modifier to damage, not only does it roll to hit allowing for critical hits … it also does three separate blasts and EACH applies the damage which means the damage is much more consistent and reliable. There are a LOT of factors to consider in game balance. Yep. A heavy crossbow on a fighter can match some of that (five or take how common it is for piercing damage to be resisted). The fighter also cannot finger of death or power word kill. There is a lot of value to the other things the warlock brings to the table. So much so … that the designers made efforts to bump up the fighter a bit, who would otherwise just be boring and left behind by more exciting classes with more options. Especially after players revolted after 4E when the largely casual player base just couldn’t handle the complexity of having more options per turn for every class in the game (that’s generally what the biggest complaint boiled down to).
Dancing lights probably creates some form of an object akin to a crate, except it does not block movement. It then gets its position locked ON the surface where it is cast, and the vents themselves stop emitting gas when they detect that something is on them.
For point 8, you can also use Resistance, which is Guidance but for Saving Throws. It's a pretty bad cantrip in regular D&D 5E, but there are dialogue options in BG3 that use Saving Throws, and having someone in the party with it during those times can be pretty useful.
Good berry - It isn’t cheating to hire a hireling. You can spend 100 gold to hire a druid who only exists to be your camp cook and make food for long rests. You don’t really need their spell slots for anything else. This is similar to hiring the bard and turning them into your alchemist. AND, you can have the transmutation wizard take a level in druid. Then they can remove curses for you. Longstrider you. Give you the transmutation stone. Make your alchemy stuff with a 399/400 chance to produce two things for your ingredients. And then they can use their spell slots to also produce good berries. One person to do all that feels worth the 200 gold to hire the bard Halfling then respec them as a wizard/rogue/druid!
Did this. Although I'm now level 12 so my camp Cleric just casts Heroes Feast -- buffs characters and provides 40 camp supplies. I also have a camp Wizard to add things like Mage Armor, Darkvision and Longstrider. They also have Knock so I can just send crates to camp and do a "Knock" run to unlock everything.
"what good is safety if you're blind" I've used darkness without the ability to see through it to great effect. It can't be attacked into, out of, or through. But you can stand at the edge, step out, make an attack and fade back into it.
First Tip: Just use Sleep. Same effect, no need to donate first. Most traders have low enough HP that you can do it with a level 1 spell. Turn-based mode lets you keep pickpocketing until you fail - then wait a turn and try again. Or save-scum.
Another good trick with traders that you know you will kill - always incapacitate them first and then loot them while they knocked out. That way they will not only give you few stronfest items from their stock (like dead traders do), but actually drop ALL their stock with everything you ever sold them for you to sold it to other vendors once again
Pro tip with survival checks on dig spots: You can just use your shovel from your inventory and dig anyway even if you all failed to spot the dig spot. It makes sense if you have scratch to point out the dig spots, but you don't need scratch. If everyone fails a survival check, then just stop and dig where the roll happened and the chest will pop out. unless there's another survival check in the game, then you can always skip that proficiency.
Note about pickpocketing: go turn base mode. You can pickpocket everything in one turn, then sneak away, come out of it, group up, wait until the merchant realizes they were robbed, and we they come looking for you, quickly go to camp. Since they cannot find you to bug you, after a bit of time, they head back to their spot and everything is ok.
My personal method is: buy all i want from the merchant, fog if needed, pickpoket gold, hide/leave/go invisible/ while sneaking, wait until the merchant interacts with an inoccent party member and play dumb. Then is just wait. Some special merchants dont chat with the nearest player they go insane and aparently disapear but they comeback after some time.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
they should fix all the mage hand variants to be until long rest as well, but despite the tool tips saying they are 'permanent' they are 10 turn duration except arcane trickster version.
I'd like you guys to realise one thing. Dude went straight to the point in the very 1st second of the video. It's rarely seen these days. Much respect!!!
Another eldrich blast interaction is that it somehow counts as a ranged weapon for sneak attack, the sneak attack also gaining the charisma mod damage. So agonizing blast + magic darkness sight + darkness ranged advantage + rogue sneak attack makes you deal pretty gosh darn strong damage
1:00 - If you're worried about 10 turns of pickpocketing, just put it into turn-based mode. You can pick pocket all day and it won't progress the spell.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
If camp supplies were hard to find good berry would be awesome. However, even on tactician mode there is an over abundance of found food in this game. Making long resting fairly easy.
The Guidance Necklace is honestly one of the best Early Pieces of gear, especially if you're running a concentration heavy party, as Guidance is a concentration spell, so putting the necklace on someone who doesn't have to use concentration as often or at all is super helpful for maintaining your other character's concentration spells.
I can't concieve a party comp without a cleric, guidance, bless, emergency heals and other stuff are just too good to ignore! Even Warding Bond becomes top tier when you get damage reduction gear like adamantine.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
At higher level, you can forget about Goodberry and just use Heroes Feast at the start of every day. Everyone who's in the cast radius gets immunity to disease, being frightened, and the poison condition, as well as getting bonus health and making WIS saves with advantage all until your next long rest (or the character dies). And on top of that, it spawns a chest full of food you can use for camp supplies (usually around 50 supplies worth). It's a 6th level spell so you'll have to wait until the late game, but it's so worth it
But at higher level, there are two food merchants in BG that restock hundreds of camp supplies every single day, its a lot easier to get food in act 3 than 2 or 1.
@nonamesam Using Heroes' Feast, your party gets: -50 food without having to spend gold -12 extra health (not temp HP so this can be healed, doesn't interfere with temp HP sources, and also stacks with other buffs to max HP like Aid) -Immunity to disease effects -Immunity to the Frightened condition (particularly useful considering the number of Bane cultists you are coming across in Act 3) -Advantage on Wisdom saves All for the cost of a 6th level spell slot, which you will get back when you rest (presumably with 40 of the 50 food you just received from the spell). Are you saying you'd rather spend gold that you could use to purchase some of the most powerful magic items in the game on food merchants instead of getting more food than is needed to rest for free and a ton of useful benefits for the party until the next long rest?
@lucaxtshotting2378 if you're just looking to make food, then sure, go spam Goodberry. But for a single spell slot you can get a ton of bonuses that last until the next long rest as well as more free food than is needed to perform a long rest. As long as you have one person cast this at the top of the day, you never need to worry about food and you have a series of essentially permanent buffs
I'm guessing that Dancing Lights places an invisible candle or something that produces the light, hence why it can block vents. Similarly the cloudkill/fog cloud/darkness thing is probably caused by the effect being an "object" and not just a circular area that applies is effect, so they cancel each other.
A heavy stone blocks vents just as well and won't cost a spell slot - I've not yet found a worthwhile enough use for dancing lights to justify taking it.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
@@Diego_Covre am i the only person that had the npc drop dialog when pickpocketing in real time mode and taking to long? forget the spell durations. just the fact that they notice stuff is missing after a few seconds is enough reason to always use turn based mode. so you can actually take your time to see what your stealing. but alot of the time is easier to just buy everything you want and then just steal your money back. just 1 guidance + inspiration + minor illusion/fog/invis DC30 pickpocketing check instead of several checks ranging from 10-30. (note the DC of pickpocketing is worded backwards. the number shown is what you need for the dice roll excluding extra die bonuses, NOT THE ACTUAL DC. equipment that raises your slight of hand and dex will show lower checks immediately. while extra die buffs like guidance and inspiration will only be shown in the battle log results and not accounted for when showing the DC)
5:00 As far as I know, all of those effects that add damage to spells do so with a flat amount. So low damaging spells benefit the most of this, especially those that shoot multiple shots. I reckon you can get some pretty powerful magic missiles, considering the high amount of missiles you can get by upcasting. And there's an item in act 1 that gives you one extra missile.
@@knell18897 I wasn't specifically talking about lightning charges, just any of the effects that add spell damage. I'm not sure I'm following your explanation though, lightning charges definitely work with magic missile. Every hit increases the charges, and they are discharged when you get to 5. With an upcast magic missile, that means you can build up charges and release them in a single cast.
@@FlyingFox86 oh yeah, it do damage per lighting charge. I thought It only deal damage when it's fully charge which will only apply 1 1d8 damage before need to be charge again. One of the effect in the video require a spell with attack roll to proc. That is why I said magic missile won't work.
@@knell18897 Lightings charges, Callous ring radiant damage, Phalar's thunder buff, sneak attack, all add up, and the problem is not just add flat damage but re-trigger whole damage
I remember on my first playthrough finding a note that mentioned using oil or grease on the statue to get it to move so I threw a grease bottle at it to get it to turn and thought that was pretty cool.
At the end of the guidance part, there is a spell called resistance that's right next to it ( the arms crossed ) that gives 1d4 to saving throws. Useful for the mask situation or if you are needing to walk through a poison cloud or something similar.
Great tips, thank you :) 7:00 - You can actually hit the statue with bludgeoning dmg to unstuck the mechanism and turn it. (That is if even guidance doesnt help heh)
Although categorically less useful than Guidance, Resistance will give you that same 1d4 to saving throws instead of ability checks - Much more useful in tabletop when you can just say that you're constantly casting the spell when you walk into a dangerous area (though the requirement of verbal and somatic components may be problematic in some situations, but cantrips should have a caveat or handicap intrinsically anyway).
Guidance also works while pickpocketing merchants, and you can enter turnbased mode, as long as you don’t leave the targets pockets, you can pickpocket without using more than one actuon
There's a ton more interactions with Eldritch Blast/Lightning Charges than the ones mentioned here. Phalar Aluve's active ability adds 1d4 thunder damage per blast. Robe of the Weave adds your Cha bonus to each blast. Necklace of Elemental Augmentation adds your Cha bonus to each blast that has lightning charges, 2x Cha if Phalar Aluve is going, since it affects both lightning and thunder damage. Callous Glow Ring adds 2 Radiant damage per blast. Coruscation Ring inflicts a -1 penalty to attack per blast, stacking up to -6. Gloves of Belligerent Skies would be awesome to get some free CC out of all this lightning/thunder/radiant damage, but currently it only procs once per turn. In terms of class abilities, The lvl 6 Copper or blue Draconic Bloodline ability Elemental Affinity adds your Cha bonus to lightning damage. The lvl 2 Tempest Cleric ability Destructive Wrath would allow you to double lightning/thunder damage in a turn. So, build a 2 Lock/6 Sorc/2 Fighter or Tempest Cleric, and pick up Dual Wielding and Elemental Adept:Lightning. Find and equip the above items. Pre-fight, cast Haste. Turn 1, cast twinned Chromatic Orb: Lightning, then Phalar Aluve:Melody, then quickened EB. Every turn after that, pump out as many EB's as your Sorc points allow. There are more items/boosts later in the game that improve this stuff even further, like Birthright and Markoheshkir. You could also go spellsword with Pact of the Blade, Helmet of Arcane Acuity, and Gloves of Battlemage's Power, if you'd like some variety. Also, props for not adding some obnoxious intro sequence and just getting straight to the point of the video. I did the standard algorithm-pleasing things, and your videos will be the ones I share with my friends to help them up their game
You don't have to pass an athletics check to move the statue in the Rosymorn Monastery. You can just damage the stuck statue and that frees it to be turned.
Just liked it for the robbing tipp ... oh im so dirty haha. Guidance works for lockpicking too, you can find a guidance ring too, if your lockpicker isnt a cleric.
For the Eldritch Blast/Spell Sparkler combo you no longer get the charisma boost on lightning damage anymore after the most recent update. It was an undocumented patch.
Spell sparkler and magic missile is also powerful as each bolt counts, and if you get the accessory (I think amulet) it makes magic missile count as one level higher in terms of number of bolts. Act 3 gale was turning out 80-90 dmg consistently with just magic missile.
If you're stealing from merchants or killing characters around npcs, you can combo fogcloud (heavly obscures sight) + slience (no sound) and get away with the crime. (make sure you do fogcloud, verbal component there) you can immediately fast travel after the crime to prevent people from reporting you, and most areas like this (ex, druids grove) have a fast travel relatively near by
also: you dont need to pass a survival check for dirt mounts. if you remember/know where something is buried--you can just tell your character to dig there and they will find the thing.
When pick pocketeting, always go into turnbased mode. Cast guidance on the one pickpocketing for better roles. Don't worry about this limited turns thing. Also if your pickpocket is a halfling, they will always reroll a critical miss
If we're talking about getting camp supplies from spells, then there's actually a much simpler one: the Lv6 spell Heroes' Feast. Aside from granting a pretty good buff until long rest (you can't be poisoned, diseased, or frightened, you get extra HP, and your wisdom saving throws gain advantage) to all "nearby" allies ("nearby" actually being quite a large range), it also spawns a load of food. And not just food that gives 1 or 2 camp supplies, I'm talking proper stuff that gives 20+ camp supplies. Iirc when I last cast it, I got about 60+ camp supplies worth out of it (even a pizza, which I didn't even realise was in the game). So at the beginning of each day, you can cast it to give your party a buff and also get enough food to cover your next long rest. Obviously, camp supplies aren't exactly high in demand since they're absolutely everywhere. But if you're in Act 3 and somehow starving for supplies, this spell is your man. Definitely simpler than goodberries lol
That athletic check you need to pass to turn the statue, you can just hit it with melee to loosen it. I think also throwing or casting grease on it works as well.
Surprised Magic Missile wasn't on the list. Each missile is affected by items like the Callous Glow Ring, Lightning Charges and Spellmight Gloves. It's not hard to get Magic Missile doing over 200 damage a cast.
its seem Larian not really good at coding, a lot of damage buff just all add together and trigger new damage. And yes, including Throwing, it not just add another lighting damage but another TB throwing damage as well.
I love your videos about Baldur's Gate 3 which gives attention to those very special game mechanics. How about a video next about special encounter handlings? Like that you can poison the stuff in goblin camp to make the fight easier.
Resistance is a great cantrip for the Happy Land South West of the druid grove. Use it unless you like receiving double damage from everything for 25 turns, reapplying infinitely for another 25 turns on a failed CON save
One of my favourite combos is Hunger of Hadar and Sleet Storm. Slowed, blinded, advantage, and falling flat on their arse buying time for Hunger of Hadar to do significant damage or even finish them off. Those two spells synergise so well with eachother. Someone get's lucky enough to find their way out? Shove them back in.
Just another note on the eldritch blast cantrip, and this applies to all “attack roll” spells- *SNEAK ATTACK PROCS OFF OF THEM* as long as you have advantage or someone within melee of your target, any attack roll will proc sneak attack if you’ve got it set to “ask” in your reactions. This works particularly well with agonizing blast, as the sneak attack damage itself gets your charisma modifier added to the damage. If you add hex on top of this, your sneak attack roll also gets a 1d6 necrotic. so at level 3 with 1 rogue and 2 warlock level, you can do 1d10+CHA 1d6+CHA (and 2d6 necrotic with hex) *EDIT* - you will need a finesse ranged weapon equipped for your ranged spells, i haven’t bothered trying it with something like shocking grasp which is a melee attack roll but i’d assume you would also need a finesse melee weapon equipped
@@JondarKorric As i explained, any attack roll will do :) you just have to have a finesse ranged weapon EQUIPPED, as the spell counts as a ranged attack roll
Here’s a trick for the pick pocketing on feign deathed merchants. Enter turn based mode, begin pick pocketing, infinite time to steal as technically not a single turn has past
I always put on turn-based mode when pickpocketing. You can save after any item, not to mention that all you have to do is exit the mode or wait till next turn if you fail pickpocketing.
fun fact about Lann Tarv. If your attitude is maxed before the siege of moonrise tower (To do this just pass his speech check) he will greet you on the battlefield as a worthy foe.
5:44 How are camp supplies ever an issue in this game? I was drowning in camp supplies in my two "balanced" runs and on my current "tactician" one I also have more supplies than I know what to do with. Even before I got my hands on Heroes' Feast (which will give you a ton of supplies as a bonus), I've been lugging around more than 100 items in my dedicated camp-supplies container. OT, but I wish some of the supply-items would turn bad over time if you keep them in your traveller's chest for too long.
late to this party, and I don't remember where you get them, but there's a pair of boots that allows you to cast feign death, so get those, and you can have your usual face of hte party/Wyll doing the pickpocketing
you can pickpocket as many times as you succeed in one turn.. so if you are doing the first one enter turn based mode to lower risk I super rec Grasp of hadar as an eldritch invocation over repelling blast. pulling a foe in a straight line towards you regularly puts them in range of martials, if theyre atop a ledge adds fall damage, & pushing off ledges backwards is a difficult matter given poor angles & clipping surfaces.
I could have sworn it was in base game... oh wow My bad. i kinda ignored Wyll & the Warlock class my first playthrough without mods so i completely overlooked they left that invocation out
Check out these 7 insanely cool tricks in baldurs gate 3! th-cam.com/video/433_kci2DwI/w-d-xo.html
For the first tip, you can enter Turn-Based mode when you go in to pickpocket. This will help you to circumvent the duration-limit that Feign Death puts on you.
Not sure why you'd bother with the whole ally/feign death thing if the end goal is to pick pocket and you're using turn based. Why use an extra lvl 3 spell for feign death and not just fog? Can you not fail the skill check for items?
Every time you steal you roll sleigh of hand and if you fail they catch you and I think fight begins
@@Jvon7113it stops them from interrupting you if you fail and you can just spam the button to pass. but I think it's easier to use hold person which does the same
you can run a zero if theyre asleep you can try infinitely its pretty good I might use it in Act 3 for some specific items@@Jvon7113
@@megamanbluemoonDoesn't Hold Person turn them hostile?
*'Secret spell interaction:* The guidance spell secretly functions as the guidance spell'
he didn't??? lmao I stopped watching after he tried to call Agonizing Blast + Eldritch Blast a 'secret' spell interaction lmaoooo
@@flagrantyetiwasn't the secret part of EB that additional effects like with spell sparkler also get your charisma mod added?
@@RotatingMagnetGuy oh, missed that bit. I'll cop to my goof! Lol
@@flagrantyeti For example if you have a level in rogue and you get the hand crossbow from the moonraise tower -> the sneak attack converts to force damage (I guess it checks the main damage type of the mainhand ranged weapon), and since it's force damage attack done by eldritch blast - it gets buffed by Agonizing Blast/Potent Robe etc.
When it comes to a saving throw, Resistance is the cantrip you're looking for. It's basically Guidance, but specifically for saves.
For the anti-resistance trick you can play as a bard from the college of lore. This gives you the cutting words reaction, this let's you subtract 1d10 from any enemy saving throws (as far as I know it's the only mechanic in BG3 that can do this). This becomes insanely powerful with hold person (or hold monster), if you upcast hold person you can hold upwards of 4-5 enemies in a single turn adding cutting words to anyone who passed the saving throw. It's pretty much a "you win" button for your party at that point forward.
@@cinifiendthankfully not every foe is a humanoid
@@francisthesadcat1406May I present you: hold anything spell
@@cinifiend Bane (the anti Bless, if you wish) does the same but only 1d4. And of course you can do both since Bane is also on the bard spell list or have Shadowheart cast it. Few foes can withstand a 1d10 + 1d4 minus to their saves.
A nice extra is that Bane also gives a minus 1d4 to attacks.
Resistance can also be used in conversation, although saving throws are rarer in them
If your eldritch blast is boosted enough, you can damage most “sturdy” items found around the world on account of it dealing force damage
Acid Splash is great for checking stacks of loot crates all in one go.
I got so many places I didn't know how to get to the "right way" by just blasting walls and barricades with Eldritch blast XD
This was me with tavern brawler. Would hit sturdy for 4 every time minimum regardless of the damage on the throw would be
Not always. Each source of damage is treated as a Check. If the item requires you to deal at least 22 damage, and you have three instances of 11 damage each, you will not damage the item even though you would ordinarily have dealt 33 damage total. You need to have dealt at least 22 damage with a single instance, which using a 1d10 ability is really really tough.
@@graog123 most items that are sturdy happen to also be vulnerable to force damage doubling it. so lets say your CHR modifier is +3, 1d10+3 = 4-13, hitting for either 12 or 13 will cross over that 22 damage threshold. Of course not everything is vulnerable to force damage so there is that
No intros, nothing. Right to the point. You are a blessing.
Feign death/Pickpocket - Put yourself in turn based mode and you can pickpocket everything and not worry about spell duration.
Pickpoketing is an action, so there is still a limit
@@Spaceodin0opening the pickpocket menu is an action, as long as the menu stays open you can pickpocket forever
@@Spaceodin0 Not really, you can pickpocket any number of items for 1 action (assuming you don't fail).
went right to the comments to make this, saw you already did
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
You don't need to succeed survivor checks to find the chests. You can use shovel when you see survival check appear on the spot and it will dig the chest out even if it is 2-3 meters away from you. Less gimmicky way is summon scratch, you can summon him once per short rest.
Thank you for the tip, there's a goblin stash in act 1 that all my characters failed the check, so I thought I had to go back once I had a new companion to try the check again.
I guess they let you dig it up because of scratch's feature, but you can do it without scratch. Oh well, most of the loot is just gold, gems and maybe some scrolls or potions.
So I did that and the chest came up but it was completely empty, I dunno if that was just bad luck or a bug, but I thought they might've patched this small exploit. This was a bit over a week ago.
@@BurningM I did it last night and it worked fine. No loot was missing. You must've encountered a bug.
Here's a combo no one seems to be talking about:
Sphere of invulnerability + Transfuse health
If a character with the mindflayer ability transfuse health (sacrifice 50% of the caster's health to heal the same amount on another character) while inside the effects of sphere of invulnerability, the character doesn't lose their health and can effectively heal up the entire party.
With the statue in the Creche, you don't need athletics or grease, just attack the statue and it'll rotate.
Haha I didn't know that, grease also works
only bludgeoning damage works on statue
Force also works
Shove also works…
I did and it broke.
Eldritch Blast is as powerful as it is because Warlocks are limited on spell slots; there are some combinations of invocations and items that can make Eldritch Blast just nuts.
In tabletop, there's an invocation that doubles the range from 150 ft, to 300 ft; Repelling Blast, and the Spell Sniper feat, and you can pop targets off high castle walls from so far out of range they'll need siege equipment to reach you. Not quite so crazy in Baldur's Gate 3, mind you.
In my experience sniping someone from 300ft away is a once per campaign thing anyway. Most encounters take place
Because it scales up , costs no Spell Slots, and with Hex averages 12 dmg/ per hit, and can Critical Hit, its a go to for casters looking to survive loong extended battles , mopping up weaker enemies , etc.
Repelling Blast is great for pushing enemies back- into CC effects like Cloud of Daggers/ Spike Growth.
My favorite build so far is Fiend Warlock 2 and Storm Sorcerer 10.
The Infinite Goodberries trick takes me back to D&D3.5, the system with dozens of bizarre weird infinite loop interactions you could use to absolutely no practical effect whatsoever except annoying your DM.
FOR THE FIRST TIP: (before giving away sooo much money) respec to level 1 and stay there and gift JUST 400 gold instead... that maxes it out since the game thinks ur only lvl 1....
You can also have near infinite camp supplies by immediately sending them to camp upon finding them. They will be used directly from the chest when you camp.
Pay attention to the auto-select feature when selecting long rest supplies. There are some supplies like the bowl of healing gruel that it will happily gobble up whereas I'm looking forward to hurling that at party members instead of healing potions. I seem to remember it offering the party to consume the Owlbear Egg at some point too which was how I noticed.
The best way to pickpocket is to have a party member initiate conversation with a merchant, stay in conversation but switch to another character to pickpocket. Hold person will last indefinitely if they're in conversation.
Goodberry as camp supply is such a waste. By the end of Act 1 i had grabbed over 1k of rations. That's enough to last 25 days. Food is plentyfull in BG, It's better to use good berry to save on short rest instead.
I hord all the simple healing potions. Place them on the ground and shoot them to top off the whole party. Short rest is a thing of the past.
@@JaxxedGamingbut you need short rest to refresh abilities that are once per short rest...
If you're playing on normal. Halve that for tactician, because supply costs are 80 per long rest.
@@Crazy_Diamond_75long rest
@@ElGranPanda whoops. Yeah, thanks for correcting me 😅
Eldritch blast isn’t over powered. It’s designed to be the most powerful cantrip in the game to help the warlocks who have the fewest spell slots per encounter.
*the more you know*
The problem is now Eldritch Blast stack with everything, lighting charges, callous ring radiant damage, sneak attack, Phalar.
When all stack together Eldritch Blast from 3 gun shot become Eldritch Cannon.
@@violau8550 all cantrips stack with the items you mentioned and lightning charges. Eldritch Blast isn't any more powerful than a Fighter using a Heavy Crossbow with a 20 dex, and the Spellmight Gloves are an extra 1D8 putting it firmly behind Sharpshooter which is a flat 10 damage increase. if anything the only "overpowered" about Eldritch Blast, is that Repelling Blast has no saving throw and knocks enemies back 15ft regardless of size (other than the Avatar or Myrkul which can't be moved by any means)
well, second most powerful cantrip in the game. Guidance is the most powerful one
@@JondarKorricI’m not saying that you’re wrong, but my one addition to that enemy list would be the matriarch spider in the Whispering Depths. I was on Explorer and the cantrip hit but she saved on the throw 😂
@@JondarKorric compare it to any other cantrip in the game. It’s the most powerful cantrip. And, it was intentional.
Several subclasses in the pen and paper game get some kind of additional modifier of damage added on to cantrips.
None of them match eldritch blast with invocations. It was an intentional balance decision to make it more powerful than any other cantrip.
The same is true for the fireball spell. They very intentionally made it more powerful than alternatives.
As far as eldritch blast goes. The game designers for 5E were very good. When you look at a D12 poison spray and compare to a D10 firebolt or D8 sacred flame or produce flame there are mathematic and tactical considerations that place those where they are (spells like Ray of frost and others that have additional effects are harder to compare and go beyond scope of this conversation).
Resistance and invulnerability’s are one. More things are resistant or vulnerable to poison damage than anything else. So, it’s more common for poison stuff to be higher damage (because more of the time it does reduced or zero damage, so when it does do damage it has to make up for those resistant/immune targets). Fire is, I think, the second most commonly resisted thing in the game.
This is also why things that do psychic damage tend to do less damage. Fewer things resist it. So, if you cast a fire thing and a psychic thing a thousand times in an adventure with a wide variety of targets the goal is that they end up doing the same damage over time.
I believe force damage is the least resisted and immune thing in the game. This is part of what makes magic missile so awesome. But, not only is that eldritch blast doing high damage (D10 per cantrip tier), not only is it really high range, not only is it the least resisted damage type, not only does it apply ability score modifier to damage, not only does it roll to hit allowing for critical hits … it also does three separate blasts and EACH applies the damage which means the damage is much more consistent and reliable.
There are a LOT of factors to consider in game balance.
Yep. A heavy crossbow on a fighter can match some of that (five or take how common it is for piercing damage to be resisted). The fighter also cannot finger of death or power word kill. There is a lot of value to the other things the warlock brings to the table.
So much so … that the designers made efforts to bump up the fighter a bit, who would otherwise just be boring and left behind by more exciting classes with more options.
Especially after players revolted after 4E when the largely casual player base just couldn’t handle the complexity of having more options per turn for every class in the game (that’s generally what the biggest complaint boiled down to).
Dancing lights probably creates some form of an object akin to a crate, except it does not block movement. It then gets its position locked ON the surface where it is cast, and the vents themselves stop emitting gas when they detect that something is on them.
You can combine the Titan Elixer and the Enlarge spell. +50% strength, size, etc on a fighter or barbarian its absolutely brutal
For point 8, you can also use Resistance, which is Guidance but for Saving Throws. It's a pretty bad cantrip in regular D&D 5E, but there are dialogue options in BG3 that use Saving Throws, and having someone in the party with it during those times can be pretty useful.
Good berry -
It isn’t cheating to hire a hireling. You can spend 100 gold to hire a druid who only exists to be your camp cook and make food for long rests. You don’t really need their spell slots for anything else.
This is similar to hiring the bard and turning them into your alchemist. AND, you can have the transmutation wizard take a level in druid. Then they can remove curses for you. Longstrider you. Give you the transmutation stone. Make your alchemy stuff with a 399/400 chance to produce two things for your ingredients. And then they can use their spell slots to also produce good berries.
One person to do all that feels worth the 200 gold to hire the bard Halfling then respec them as a wizard/rogue/druid!
Did this. Although I'm now level 12 so my camp Cleric just casts Heroes Feast -- buffs characters and provides 40 camp supplies. I also have a camp Wizard to add things like Mage Armor, Darkvision and Longstrider. They also have Knock so I can just send crates to camp and do a "Knock" run to unlock everything.
@@Cyb3rM1nd playing tactician you need 80 camp supplies for a full long rest since the last patch.
"what good is safety if you're blind"
I've used darkness without the ability to see through it to great effect.
It can't be attacked into, out of, or through.
But you can stand at the edge, step out, make an attack and fade back into it.
You can split item stacks mid combat and send items to party members no matter how far apart they are for no action cost
You can also just drink.them out of another characters inventory
First Tip: Just use Sleep. Same effect, no need to donate first. Most traders have low enough HP that you can do it with a level 1 spell. Turn-based mode lets you keep pickpocketing until you fail - then wait a turn and try again. Or save-scum.
or fog cloud and hide plus turn-based mode and save scum as required.
Another good trick with traders that you know you will kill - always incapacitate them first and then loot them while they knocked out. That way they will not only give you few stronfest items from their stock (like dead traders do), but actually drop ALL their stock with everything you ever sold them for you to sold it to other vendors once again
Best tip here
This got fixed in patch 5.
Pro tip with survival checks on dig spots: You can just use your shovel from your inventory and dig anyway even if you all failed to spot the dig spot. It makes sense if you have scratch to point out the dig spots, but you don't need scratch. If everyone fails a survival check, then just stop and dig where the roll happened and the chest will pop out. unless there's another survival check in the game, then you can always skip that proficiency.
Note about pickpocketing: go turn base mode. You can pickpocket everything in one turn, then sneak away, come out of it, group up, wait until the merchant realizes they were robbed, and we they come looking for you, quickly go to camp. Since they cannot find you to bug you, after a bit of time, they head back to their spot and everything is ok.
I received disadvantage on my skill checks afterward... did you encounter this?
@@helcostr as far as I know, no.
My personal method is: buy all i want from the merchant, fog if needed, pickpoket gold, hide/leave/go invisible/ while sneaking, wait until the merchant interacts with an inoccent party member and play dumb. Then is just wait. Some special merchants dont chat with the nearest player they go insane and aparently disapear but they comeback after some time.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
Guidance should be a until long rest buff since it already has concentration anyway.
they should fix all the mage hand variants to be until long rest as well, but despite the tool tips saying they are 'permanent' they are 10 turn duration except arcane trickster version.
I'd like you guys to realise one thing. Dude went straight to the point in the very 1st second of the video. It's rarely seen these days. Much respect!!!
1:42 As of Patch 3 that came out Sept 22, 2023, potions placed on fire surfaces will no longer be destroyed.
Another eldrich blast interaction is that it somehow counts as a ranged weapon for sneak attack, the sneak attack also gaining the charisma mod damage.
So agonizing blast + magic darkness sight + darkness ranged advantage + rogue sneak attack makes you deal pretty gosh darn strong damage
Oh plus the electric staff and other equipment that adds damage makes you a walking nuke
1:00 - If you're worried about 10 turns of pickpocketing, just put it into turn-based mode. You can pick pocket all day and it won't progress the spell.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
If camp supplies were hard to find good berry would be awesome. However, even on tactician mode there is an over abundance of found food in this game. Making long resting fairly easy.
The Guidance Necklace is honestly one of the best Early Pieces of gear, especially if you're running a concentration heavy party, as Guidance is a concentration spell, so putting the necklace on someone who doesn't have to use concentration as often or at all is super helpful for maintaining your other character's concentration spells.
I can't concieve a party comp without a cleric, guidance, bless, emergency heals and other stuff are just too good to ignore! Even Warding Bond becomes top tier when you get damage reduction gear like adamantine.
Turn based mode. You can pick pocket everything they have in 1 turn. You never have to worry about time running out.
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
I didn’t know about the feign death on merchants. Thats wild! I can’t wait to test that out.
07:05 if it doesn't move, just hit it with an attacl and it will move
That eldritch blast "secret" is just the standard pick for blaster warlocks in dnd for ages haha
i share your vids with my discord and they love everything you post! thank you for being so concise with no filler for video time duration
Thank you! I appreciate that!
At higher level, you can forget about Goodberry and just use Heroes Feast at the start of every day. Everyone who's in the cast radius gets immunity to disease, being frightened, and the poison condition, as well as getting bonus health and making WIS saves with advantage all until your next long rest (or the character dies). And on top of that, it spawns a chest full of food you can use for camp supplies (usually around 50 supplies worth). It's a 6th level spell so you'll have to wait until the late game, but it's so worth it
The idea is to farm food over some nights. This only makes it food cheaper at the cost of a lvl 6 spell lot. Quite differrnt. Quite worse
But at higher level, there are two food merchants in BG that restock hundreds of camp supplies every single day, its a lot easier to get food in act 3 than 2 or 1.
@nonamesam Using Heroes' Feast, your party gets:
-50 food without having to spend gold
-12 extra health (not temp HP so this can be healed, doesn't interfere with temp HP sources, and also stacks with other buffs to max HP like Aid)
-Immunity to disease effects
-Immunity to the Frightened condition (particularly useful considering the number of Bane cultists you are coming across in Act 3)
-Advantage on Wisdom saves
All for the cost of a 6th level spell slot, which you will get back when you rest (presumably with 40 of the 50 food you just received from the spell).
Are you saying you'd rather spend gold that you could use to purchase some of the most powerful magic items in the game on food merchants instead of getting more food than is needed to rest for free and a ton of useful benefits for the party until the next long rest?
@lucaxtshotting2378 if you're just looking to make food, then sure, go spam Goodberry. But for a single spell slot you can get a ton of bonuses that last until the next long rest as well as more free food than is needed to perform a long rest. As long as you have one person cast this at the top of the day, you never need to worry about food and you have a series of essentially permanent buffs
@@SerLoinSteaksays a balanced difficulty player, cuz on tactician the cost of a long rest is doubled and requires 80 camp supplies. Just saying.
I'm guessing that Dancing Lights places an invisible candle or something that produces the light, hence why it can block vents. Similarly the cloudkill/fog cloud/darkness thing is probably caused by the effect being an "object" and not just a circular area that applies is effect, so they cancel each other.
A heavy stone blocks vents just as well and won't cost a spell slot - I've not yet found a worthwhile enough use for dancing lights to justify taking it.
1:00 You can pickpocket in turn-based mode and take everything before a single round even ticks over
Theres a way better method for this, before you cast feign death you start a conversation with a third party member, this for some reason makes feign death last forever. So you can just fog and pickpocket away without turn based mode.
@@Diego_Covre am i the only person that had the npc drop dialog when pickpocketing in real time mode and taking to long?
forget the spell durations. just the fact that they notice stuff is missing after a few seconds is enough reason to always use turn based mode.
so you can actually take your time to see what your stealing.
but alot of the time is easier to just buy everything you want and then just steal your money back. just 1 guidance + inspiration + minor illusion/fog/invis DC30 pickpocketing check instead of several checks ranging from 10-30.
(note the DC of pickpocketing is worded backwards. the number shown is what you need for the dice roll excluding extra die bonuses, NOT THE ACTUAL DC.
equipment that raises your slight of hand and dex will show lower checks immediately.
while extra die buffs like guidance and inspiration will only be shown in the battle log results and not accounted for when showing the DC)
@@tiamatnotrealname3084 That hasnt happened to me yet, but your probably right about just buying everything and then just stealing te gold back
Hag mask -
Guidance is for ability checks. The resistance cantrip is for saving throws like with the mask. 👍
5:00 As far as I know, all of those effects that add damage to spells do so with a flat amount. So low damaging spells benefit the most of this, especially those that shoot multiple shots. I reckon you can get some pretty powerful magic missiles, considering the high amount of missiles you can get by upcasting. And there's an item in act 1 that gives you one extra missile.
I don't think magic missile will work. Because lightning charge proc on only the next damage instance and it doesn't require attack rolls.
@@knell18897 I wasn't specifically talking about lightning charges, just any of the effects that add spell damage.
I'm not sure I'm following your explanation though, lightning charges definitely work with magic missile. Every hit increases the charges, and they are discharged when you get to 5. With an upcast magic missile, that means you can build up charges and release them in a single cast.
@@FlyingFox86 oh yeah, it do damage per lighting charge. I thought It only deal damage when it's fully charge which will only apply 1 1d8 damage before need to be charge again.
One of the effect in the video require a spell with attack roll to proc. That is why I said magic missile won't work.
@@knell18897 Lightings charges, Callous ring radiant damage, Phalar's thunder buff, sneak attack, all add up, and the problem is not just add flat damage but re-trigger whole damage
@@violau8550 Sneak Attack doesn't apply to spells.
I remember on my first playthrough finding a note that mentioned using oil or grease on the statue to get it to move so I threw a grease bottle at it to get it to turn and thought that was pretty cool.
Had a goblin use telekinesis on a pillar to make it knockout one of my party mates. So many cool little things in this game!
I wish I saw this video 30 minutes ago. Going into Auntie Ethel's cave and not knowing the Dancing Light tip made it so much more difficult.
At the end of the guidance part, there is a spell called resistance that's right next to it ( the arms crossed ) that gives 1d4 to saving throws. Useful for the mask situation or if you are needing to walk through a poison cloud or something similar.
Great tips, thank you :)
7:00 - You can actually hit the statue with bludgeoning dmg to unstuck the mechanism and turn it. (That is if even guidance doesnt help heh)
i gave you a like for including your transcript alone. A lot of pople don't do that because they want people to watch the video to get the info.
grease + hagars hunger + cloudkill. Bonus points for repelling blasting enemies back in
Wtf bruh, the potion thing is incredible broken and OP
Although categorically less useful than Guidance, Resistance will give you that same 1d4 to saving throws instead of ability checks - Much more useful in tabletop when you can just say that you're constantly casting the spell when you walk into a dangerous area (though the requirement of verbal and somatic components may be problematic in some situations, but cantrips should have a caveat or handicap intrinsically anyway).
Guidance also works while pickpocketing merchants, and you can enter turnbased mode, as long as you don’t leave the targets pockets, you can pickpocket without using more than one actuon
omg, the dancing lights trick also works with ilusion, literally placed a cat on that same vent in the hag's lair, so cool!
There's a ton more interactions with Eldritch Blast/Lightning Charges than the ones mentioned here. Phalar Aluve's active ability adds 1d4 thunder damage per blast. Robe of the Weave adds your Cha bonus to each blast. Necklace of Elemental Augmentation adds your Cha bonus to each blast that has lightning charges, 2x Cha if Phalar Aluve is going, since it affects both lightning and thunder damage. Callous Glow Ring adds 2 Radiant damage per blast. Coruscation Ring inflicts a -1 penalty to attack per blast, stacking up to -6. Gloves of Belligerent Skies would be awesome to get some free CC out of all this lightning/thunder/radiant damage, but currently it only procs once per turn.
In terms of class abilities, The lvl 6 Copper or blue Draconic Bloodline ability Elemental Affinity adds your Cha bonus to lightning damage. The lvl 2 Tempest Cleric ability Destructive Wrath would allow you to double lightning/thunder damage in a turn.
So, build a 2 Lock/6 Sorc/2 Fighter or Tempest Cleric, and pick up Dual Wielding and Elemental Adept:Lightning. Find and equip the above items. Pre-fight, cast Haste. Turn 1, cast twinned Chromatic Orb: Lightning, then Phalar Aluve:Melody, then quickened EB. Every turn after that, pump out as many EB's as your Sorc points allow.
There are more items/boosts later in the game that improve this stuff even further, like Birthright and Markoheshkir. You could also go spellsword with Pact of the Blade, Helmet of Arcane Acuity, and Gloves of Battlemage's Power, if you'd like some variety.
Also, props for not adding some obnoxious intro sequence and just getting straight to the point of the video. I did the standard algorithm-pleasing things, and your videos will be the ones I share with my friends to help them up their game
You don't have to pass an athletics check to move the statue in the Rosymorn Monastery. You can just damage the stuck statue and that frees it to be turned.
Just liked it for the robbing tipp ... oh im so dirty haha.
Guidance works for lockpicking too, you can find a guidance ring too, if your lockpicker isnt a cleric.
For the Eldritch Blast/Spell Sparkler combo you no longer get the charisma boost on lightning damage anymore after the most recent update. It was an undocumented patch.
Once they are in feign death just enter turn based mode and pick away
Spell sparkler and magic missile is also powerful as each bolt counts, and if you get the accessory (I think amulet) it makes magic missile count as one level higher in terms of number of bolts. Act 3 gale was turning out 80-90 dmg consistently with just magic missile.
damn no intro no bullshit just straight into what the title says! subbed for that alone
You can block vents?! All this time I just went jumping from branch to branch to get to Ethel!
Regarding shovel
You can click the shovel in your inventory and try to force dig if you know there's a pile there.
straight to the point, I like
subbed
If you're stealing from merchants or killing characters around npcs, you can combo fogcloud (heavly obscures sight) + slience (no sound) and get away with the crime. (make sure you do fogcloud, verbal component there)
you can immediately fast travel after the crime to prevent people from reporting you, and most areas like this (ex, druids grove) have a fast travel relatively near by
Bro just got straight to the point you earned a subscriber! 🙏🏾
Tactician difficulty requires 80 camp supplies now, btw. But Hirelings cheap and respecable.
The fact that goodberry doesn't already give a full rest is a betrayal of it's OG purpose
also: you dont need to pass a survival check for dirt mounts. if you remember/know where something is buried--you can just tell your character to dig there and they will find the thing.
1st tip is golden - I love how many mechanics this game has.
toyhouze finding out that eldritch blast is the strongest cantrip is just hilarious
This is a fantastic video man! It's very clear, informal, and sorta cheeky information
Ah yes, not bugs but "secret interactions".
When pick pocketeting, always go into turnbased mode. Cast guidance on the one pickpocketing for better roles. Don't worry about this limited turns thing. Also if your pickpocket is a halfling, they will always reroll a critical miss
If we're talking about getting camp supplies from spells, then there's actually a much simpler one: the Lv6 spell Heroes' Feast.
Aside from granting a pretty good buff until long rest (you can't be poisoned, diseased, or frightened, you get extra HP, and your wisdom saving throws gain advantage) to all "nearby" allies ("nearby" actually being quite a large range), it also spawns a load of food. And not just food that gives 1 or 2 camp supplies, I'm talking proper stuff that gives 20+ camp supplies. Iirc when I last cast it, I got about 60+ camp supplies worth out of it (even a pizza, which I didn't even realise was in the game). So at the beginning of each day, you can cast it to give your party a buff and also get enough food to cover your next long rest.
Obviously, camp supplies aren't exactly high in demand since they're absolutely everywhere. But if you're in Act 3 and somehow starving for supplies, this spell is your man. Definitely simpler than goodberries lol
That athletic check you need to pass to turn the statue, you can just hit it with melee to loosen it. I think also throwing or casting grease on it works as well.
Surprised Magic Missile wasn't on the list. Each missile is affected by items like the Callous Glow Ring, Lightning Charges and Spellmight Gloves. It's not hard to get Magic Missile doing over 200 damage a cast.
Each missile can also trigger Cull the Weak
its seem Larian not really good at coding, a lot of damage buff just all add together and trigger new damage.
And yes, including Throwing, it not just add another lighting damage but another TB throwing damage as well.
I love your videos about Baldur's Gate 3 which gives attention to those very special game mechanics. How about a video next about special encounter handlings? Like that you can poison the stuff in goblin camp to make the fight easier.
There's also a helmet you can find in act 3 that gives devils sight for magic darkness. Its hidden inside the house of hope.
Resistance is a great cantrip for the Happy Land South West of the druid grove. Use it unless you like receiving double damage from everything for 25 turns, reapplying infinitely for another 25 turns on a failed CON save
i like how you have a tough athletics check for the lathander statue since he has athletics in his portfolio
One of my favourite combos is Hunger of Hadar and Sleet Storm. Slowed, blinded, advantage, and falling flat on their arse buying time for Hunger of Hadar to do significant damage or even finish them off. Those two spells synergise so well with eachother. Someone get's lucky enough to find their way out? Shove them back in.
I feel like there are already so many camp supplies available that it really isn’t an issue.
For the mask in ethyls lair, it's a saving throw so guidance wouldn't work....but resistance cantrip will.
Just another note on the eldritch blast cantrip, and this applies to all “attack roll” spells-
*SNEAK ATTACK PROCS OFF OF THEM*
as long as you have advantage or someone within melee of your target, any attack roll will proc sneak attack if you’ve got it set to “ask” in your reactions. This works particularly well with agonizing blast, as the sneak attack damage itself gets your charisma modifier added to the damage. If you add hex on top of this, your sneak attack roll also gets a 1d6 necrotic.
so at level 3 with 1 rogue and 2 warlock level, you can do 1d10+CHA 1d6+CHA (and 2d6 necrotic with hex)
*EDIT* - you will need a finesse ranged weapon equipped for your ranged spells, i haven’t bothered trying it with something like shocking grasp which is a melee attack roll but i’d assume you would also need a finesse melee weapon equipped
Sneak Attack doesn't proc off of spells, it has to be a Finesse or Light Melee Weapon or a Ranged Weapon.
@@JondarKorric As i explained, any attack roll will do :) you just have to have a finesse ranged weapon EQUIPPED, as the spell counts as a ranged attack roll
7 min in just move the chest next to the statue its blocking the way, don't even need to pass the athletics check
Here’s a trick for the pick pocketing on feign deathed merchants.
Enter turn based mode, begin pick pocketing, infinite time to steal as technically not a single turn has past
I always put on turn-based mode when pickpocketing. You can save after any item, not to mention that all you have to do is exit the mode or wait till next turn if you fail pickpocketing.
fun fact about Lann Tarv. If your attitude is maxed before the siege of moonrise tower (To do this just pass his speech check) he will greet you on the battlefield as a worthy foe.
The fact that single potions can be used on all party members trivializes most encounters. Real hard mode is playing without potions or haste.
I use guidance all the time. I have my main character shadowheart and use it as often as I can remember
Quick note: Enter turn based mode with the 1st one. Time stops until you fail and get kicked out of the looting window.
There's a ring that makes you immune to blindness - can use cloud of darkness with it even if you are not a warlock.
pretty sure you can just punch the statue in the creche (enough to damage it, not enough to break it) and it'll rotate.
Just enter turn based mode to steal so ticker on Feign Death is not an issue
Me with two pouches watching a guy donating a bunch of gold and wasting spell slots to do a fraction of what I do
5:44 How are camp supplies ever an issue in this game?
I was drowning in camp supplies in my two "balanced" runs and on my current "tactician" one I also have more supplies than I know what to do with. Even before I got my hands on Heroes' Feast (which will give you a ton of supplies as a bonus), I've been lugging around more than 100 items in my dedicated camp-supplies container.
OT, but I wish some of the supply-items would turn bad over time if you keep them in your traveller's chest for too long.
late to this party, and I don't remember where you get them, but there's a pair of boots that allows you to cast feign death, so get those, and you can have your usual face of hte party/Wyll doing the pickpocketing
you can pickpocket as many times as you succeed in one turn.. so if you are doing the first one enter turn based mode to lower risk
I super rec Grasp of hadar as an eldritch invocation over repelling blast. pulling a foe in a straight line towards you regularly puts them in range of martials, if theyre atop a ledge adds fall damage, & pushing off ledges backwards is a difficult matter given poor angles & clipping surfaces.
Grasp of Hadar isn't in BG3. You might be using a mod.
@@Cyb3rM1ndyeah grasp of hadar is from like hex blade subclass mod.
I could have sworn it was in base game... oh wow My bad. i kinda ignored Wyll & the Warlock class my first playthrough without mods so i completely overlooked they left that invocation out