If you give the necromancy of thay book to Astarion he'll read the book over time bypassing all the checks and he'll finish in act 3 in time to learn dance macabre. In case you don't want to savescum
Does he actually keep reading the book on his own beyond that first camp scene? On my last playthrough I just read it and made the checks as him to progress it
@@damned0wl I'm not sure but I can only assume so, he's always standing there reading a book in camp so I guess if you gave him the Necromancy of Thay, he'd be reading that instead.
Well no point to get the NOT now since it so weak, spawn 4 AI control zombies and cant paralysis (very very low chance now, at least the last time i use it they cant paralysis anyone, not even trash mob) enemy anymore
About Lumpy and the ogres, they can't be summoned beyond act 1. They'll answer the call in the underdark and maybe the mountain pass but once you fully enter act 2, they won't answer their summon. I learned this the hard way by thinking they would only be a single use and deciding it'd be funny to keep the warhorn in my pocket until the final boss fight
I learned that to my cost in my first playthrough! I kept the horn because I never ran into a fight in Act I that was difficult enough for me to need help (on Balanced, of course), and when I tried to bust them out in Act II, nothing. In my current playthrough, I figured I better use them sooner than later, so I called them twice: against Dror and his cronies, and against the goblins outside after that. Unfortunately, they’re not very tactical fighters and the goblins were able to chip away at them and kill all three. The good news is that Lump will still have the Warped Headband of Intellect in his inventory, so at least you get that!
There are 3 drow in the underdark which each gave one part of a quarterstaff when you loot them, and when you collect all 3, you can combine it into a very rare quarterstaff which gives extra ice damage
the ice damage is whatever, the _chill_ is the biscuit. Being able to consistently chill without resources is broken when combined with Create Water. Chill+wet = Freeze. Frozen inflicts incapacitated and Force vulnerability. You ever tried disintegrating something wet? Yup.
My add. You can get the "broken shaft" from the dying dwarf who was mortally wounded by the Owlbear. If you kill the Owlbear in the cave you can get the "spear tip" off her corpse. You can combine the shaft with the tip to create a nice spear that does additional damage to any creature that has multiple eyes (spiders) and causes blindness. Makes the spider cave a breeze even if you don't have spear proficiency.
Ya I feel like a lot of people could easily miss this because the components don't provide much help and they don't suggest much and look like regular items. It's one of the better items in Act 1, being one of the few Blue weapons in that act. It helps a LOT with the spiders and I think it might even work on the Beholder because the Beholder has more than two eyes. But I don't think I used it for that fight, I just thought of it now. There's also an item you get in Act 1 that eventually builds into an Electric Staff and it's the same thing, the item doesn't really suggest anything and it looks like a regular item until theyre all combined
@@DaugvinasLiberis right click on either piece should pull up a menu top option should say combine. It'll pull up another window. Drop the other piece in and click the button.
You maybe want to add this one: On the top floor of the arcane tower (where the robots are) there is a lying chair called "Stool of Hioll Giant Strengh" (in the corner). If you break it, you can lot a weapon that increases your strength to 19
I found it a good supplement for my shillelagh casting druid on the non-boss encounters. 19 STR to carry stuff around, and a magical club to beat kobolds and gnolls with.
Shovel is actually broken for a rogue and my daughter figured it out for me! He can stay invisible so he never actually joins combat, allowing him to move around the battlefield with total freedom. You can move him around in between turns and he still counts as an ally for rogue’s sneak attack purposes.
PROTECT DAMMON AT ALL COSTS, if you are / have Karlach, there is NO replacement NPC for him, and there are multiple times in all the Acts where he can just straight up DIE due to bugs or how certain encounter chains can play out in all of the Acts hard locking you from finishing Karlachs personal story with the engine
WHAT ARE THOSE EVENTS AND HOW DO I KNOW IF I HAVE TRIGGERED THEM?! I was dead set on Shart, but then I started hanging out with Mama K, you know? I have a bunch of save files, but I don't want to have to go too far back if I don't have to, you know?
You don't have to be a wizard to learn the Cheeky Quasit spell. You could also get it permanently as a Warlock and Sorcerer if you pick the correct dialogue options and then talk to her next to the mirror with the spellcaster who summoned her. Correct dialogue choices are 1 for all dialogue options except for when option 1 is "No you will do no such things" or something like that. You would pick the second dialogue option then.
A quick note: freeing sazza also breaks a vengeance paladin's oath, so don't do it if you don't want it broken, or do it if you want a very early on way to become an oathbreaker paladin
I switched from being a Bard to a Paladin and instantly got all these Oath of the Ancients dialogue choices. Made my playthrough so much cooler, being a bard sucks I actually felt like a jester/fool honestly. Paladin is the way to go!
You should aways spend the ogres, they're pretty good at tanking the hordes near razlin or gut, let them get wiped n then mop up the rest, seems like a good deal.
@@blshouse you can't pickpocket the circlet. I tried because I wanted to see if his dialouge changes. but the circlet was not one of the possible items
Another big benefit of Dammion is that he is the only Vendor you interact with in all 3 acts. Which means, if you ever want to sell unique gear (something you don't see any use for rn, might be exactly what you want when you find out a synergy), sell it to him so he will carry it for you just in case. And If you 100 his approval it will carry later on making him the slightly optimal vendor.
@@1border2lands3 Yeah the kids loot everywhere you've been once you leave the Act, it's hilarious. Especially after Act 2, where they loot the entire tower for anything you might've missed so you can just buy it later when you find them.
If you're including Awakened as Act 1, you should also include Morninglord's Radiance. It's a big you get while exploring the monastery before the creche. It adds 1d4 radiant damage to your attacks. It goes away after a long rest, but you can go back to the location to refresh it until the point of no return in act 2. Even in act 3, it refefreshes for me each time i swap out a party member, but it seems more like a bug than an intended mechanic.
Not sure if anybody ever miss this but. In the risen road there is a cellar below the house that can be opened using a toll key. And there ia a secret vault that could be opened by puting vases on the stone chairs.
Scratch can join as a summon if he comes to camp and you throw the ball for him. Also, you can Command Drop the demon on the nautiloid to get his flaming sword.
@@voidling2632 Having Shadowheart command drop his sword and then Heal/preserve the flayer while you wail on the commander is the best strat. Can easily use his own sword on him. Vital strategy on tactician as you can get both of them killed if you're lucky enough.
First time I found Sazza I was actually coming from the cave back into the grove. We just U-turned back out once we talked the tieflings into leaving her. Just be careful about the exploding flowers along the ledge.
Exactly! And save one of the druids from the grove by throwing him a health potion. And then there is the locked and trapped chest just beyond the last goblin you kill. When you leave, you encounter another short quest just outside the exit and to the north. I like that option.
I've sent Lae'zel first in the brain-machine because I wanted the romance. I genuinely felt scared she was about to die after failing all the 30 checks, and finding Us again was a very happy surprise. This is really a good game
she randomly attacked me after i killed some Githyanki , calling me a traitor of her god. I killed her and she cant be resurrected anymore. I keep like that lol
Fun Fact: If you get the Necromancy of Thay book and drop it on the ground, you can attack and destroy it. This leads to a tough fight against multiple Shadows, granting extra XP and fitting in well with a good-aligned playthrough. WARNING: Shadows are deadly opponents that mess with Strength. You can choose where and when to drop the book. Take advantage.
I would add to this the iron flask. You can just throw it to spawn a 120HP Observer that will fight anything in its vicinity, very usefull for a certain incredibly annoying part of act 2.
Wait that spawns an observer? WTF? Is it a one time use I take it? I thought that was trash and probably sold it :/ I've recently learned to never sell anything in this game if it has even a hint of a unique name
I would have added scratch to the list, he’s the best familiar in the game because he can use the help command, all it requires to to have a character with speak to animals talk to him north east of the blighted village, pass a perception check tell him to meet you back at camp about halfway threw act 1 he will be able to be talked to again and hand you a ball, at that point you will have him as a familiar. Also the sussar weapons, in the blighted village behind a locked door to the right of the entrance is a forge and a blueprint, it tells you it requires sussar bark, sussar bark is found in the under dark where the hook monsters are to the south west of the miconide colony you climb some of the large branch’s and it’s on the main tree, go back to the forge and you can craft a dagger, greatsword, or sickle(requires the plain version of the weapon) it gives you a weapon that silences target on hit, very good as an offhand for thief rogues
It's pretty easy to get Sazza out of the grove through the back path right behind the cage. Press buttons to shut off a cpl traps, fight a few weak goblins, and rescue the druid servant for good measure. Also some treasure on the middle pillar. A lot less trial and error than sneaking her through the camp if you dont have invisibility yet, or at least there's less trial and error after you've reloaded from getting party wiped bc you didnt know about the fireball statues the first time.
In the same vein as saving Halsin and having him become a party member, you can also get Minthara as a party member if you make some evil decisions. She gets somewhat redeemed, and is a Paladin.
She is one of the buggiest companions to get. Couldnt trigger anything in my dark urge run, she is just always rumbling she is there to serve the absolute in moonrise tower. Tried to restart to get her but buggy again. For anyone I recommend to visit moonrise tower and talk to her before visiting the shar domain AND deciding to let shadowheart kill a certain someone. Thats my hyp. at least to how not maje her totally buggy
The Necromancy of Thay doesn't need a person with disarm/lockpick. The long plate turns the lights on. The key is in the storeroom with the shortcut. And you can put a skull on the plate before picking up the book Indiana jones style
Jump over plate, open the gate, pick up book in turn based mode, and jump back out and exit turn based mode. By the time the traps trigger, you are already out
i've watched Neil Newbon (astarion VA) get the book of thay by wildshaping into a kitty cat and jumping through the bars, no lockpicking needed. Apparently wildshape doesn't hold you back from picking up items, lol. Incredible how this game allows for some out-of-the-box thinking like that, so many solutions to one problem.
You can reanimate a dead bullete in the Underdark with Sovereign Glut, it’s hard to fit through certain passages but I had a lot of fun with it, like having a Godzilla monster pet.
fun fact: if you kill the strange ox in the grove because it gave you strange vibes, it locks you out of dammon's interactions to at least act two after he leaves the grove. That is apparently his ox and there's a line of dialogue claiming it is responsible for saving his life on the way to Last Light Inn.
I picked up the spider egg always every single playthrough, I just can't belive I never even tried to use it xD (just stashed as it will come in handy for something at some point )
For the Quasit; you can in fact 'use' the scroll and keep it as a non spell pet summon. You just need to be spec'ed into either wizard, sorcerer or warlock (1lvl is enough). Once the Quasit is summoned through using the scroll - talk to it and select all the dialogue 1 options. Then successfully talk to the mirror on the wall - enter the room and talk to the Quasit again - it'll call you a uh... rude name for being a spell caster then grant you permission to summon it whenever you want! - even if you spec out of the above listed spell casting classes
For the Necromancy book, you can get it all complete, then in act 3 get another book that lets you turn that knowledge into a spell. After that you can go to the dark mirror for Shadowheart's quest and give up the knowledge from the book...and still keep the spell you got from it.
You don't actually have to let the Hag get away or get her hair (though highly recommended for the +1 to a stat). Killing her outright can still lead you to the bitter divorce and staff of crones. For rescuing Sazza, you can also sneak her out the hidden passage behind her cage. You have to jump down to the ledge but there is a hidden door there. Fight a few gobs and you're out.
Quick tip for people at the creche, there's a githyanki vendor that sells a neat very rare finnese short sword, don't buy it because she'll drop it upon death once they go hostile, there's also very rare dex gloves she drops. Instead you can try and sell items and pickpocket her gold, as she won't drop that. Better yet steal what you want, as well as her gold, then kill her while the other's are 'friendly'.
An Act 1 secret you may want to consider adding to this someday is killing the Strange Ox early vs completing his quest. The Shapeshifter's Boon ring is incredibly powerful (more powerful the earlier you decide to murder him since it scales better at low level). This ring in conjunction with Smugglers Ring (another very important Thieving item that is not exactly on the beaten path) makes thieving virtually guaranteed. Getting additional 1d4 on all sorts of checks in dialogue can also be incredibly advantageous if you don't mind your hero not looking like your hero. xD
If you kill the strange ox in act one it makes dammon inaccessible in last light inn. Don't know if they fixed this bug yet or if he's available in act three, but there's a manual fix to it on a redit page
@@mariaralph23I seem to recall this issue being in the patch notes as it caught my eye (I noticed that yes back when Dammon would disappear). Not 100% but fairly sure that it's been resolved.
@@mariaralph23 I started BG3 a month ago, and about two weeks ago from now I killed the ox in the grove. Later on I met Dammon and had him help Karlach at the Last Light Inn, so I guess that's been fixed.
she is the worst and most annoying character (after gale who at least has uses in camp) so even on good playthrough it's best to behead her, so she doesn't end up in your camp or talk. she wasn't even part of early access mostly which explains that she was added last minute as afterthought as her boring story and dialogue and so called personality clearly show. keeping her alive even a few seconds for the buff or to turn into mind flayer in end is nearly impossible to tolerate for anyone with a working brain
On any playthrough carlac has more worth than the sacrifice the amount of buffs that she can be given as the tank really makes her a very nice character at level 6 she has four attacks if you include a counter@@meeqsb3521
Spoilers warning: the dark mind and slave mind are honestly not that useful, they only give you one more dialogue but don't give you any power or anything, not to mention of course, that this particular mission is very bugged.
I just started another playthrough a couple days ago and I actually considered keeping it until then but the other Minds didn't seem to really have anything interesting to say and they're incredibly heavy so I decided to not bring it with me.
@@Than211 just stash them in your camp, not worth carrying, but maybe worth interacting with if you get more interested in that by the time you get there. I think there is also 1 more mind in act 3 you can find... but not sure how you're supposed to get that one to work.
Well, if you are playing to complete the game in its entirety and go through those paths that you couldn't see in your first game, then I recommend you to take them. It's just a bit more lore for the whole game, it's interesting but as I mentioned, it's not something determinant for the game itself. To solve the weight issue, I simply kept them in the camp for the whole game and before launching into combat against Kheteric I took them out. @@Than211
I never realised Shovel had immunity to poison, THAT is how she managed to get through clouds of toxic fumes without taking a single damage and casually cross entire areas with ease 😆
Dammon also sells +1 hand crossbows, usually see one after meeting him and long resting. Recruit the bard from withers, steal her hand crossbow and now your rogue/astarion is OP. Dammon will restock another +1 hand crossbow randomly after long rests too. Those extra attacks pre lvl 5 are beast
Damon will change his inventory whenever one of your characters gains a level. So, go there when the party can level, do one character, check his inventory, if not the next character, etc. I entered the grove at level 1 and picked up two hand crossbows +1 (I did that before going to the withers ruins).
For sazza its INSANELY EASY, just go from the back, literally directly next to her cage, super visible is a back exit where it leaves you outside the grove just by jumping once and walking throw a cave.
Another note about the Necromancy of Thay - if you read through the book, Shovel will teach you how to summon her. I scribed the scroll into Gale's spellbook, then had my Tav talk to Shovel after reading Necromancy of Thay, and Tav also learned how to summon her. The best part is that Tav's version was in the Common tab of the spellbook, so it stays available even when reclassing
"It's not easy to sneak Sazza out." Sure it is, you're supposed to use the hidden cave entrance on the ledge behind her cage. Even unique dialogue in there.
The ogres are only good for Act 1 and you should kill them before leaving Act 1 since the lead ogre will drop a head piece that gives sets your INT to 17. Very useful for all kinds of checks and non-INT users.
summoned creatures are good for distracting enemies. Many of them will attack the summons instead of the characters. I use "summon Elemental" scrolls to protect the Druid in act 2
Found out you can use one of those creatures to kill all the stoned Drows before the Spectator surprises the party in the Underdark, even without using stealth.
you can get the qusit WITHOUT learning the spell as wizard. If you just summon him, then talk to the door-mirror, get inside the room and then talk to the quasit again he will give you a skill to summon him as any class and you can also respec.
Ah, that is how I got the skill. I was surprised and confused when I realized I have the skill to summon him, but never learned it from the scroll, because I wasn't a wizard.
Sparing the hag as a Veng paladin only breaks your oath, if you made an oath to kill her earlier. I made no such oath and had no issue getting the bonus. However I did lose my oath later because I promised to spare a certain vampire spawn and well they all died. oops
@@themurmeli88 yeah that definitely works. I Guess i didn’t think of their question as being before the oath was broken, but preemptively avoiding it would be much better.
@@themurmeli88 especially when considering withers doesn’t become hostile if you pick pocket your gold back from him and fail. So even a bad pick pocketer can get the money back making respeccing 100% free
140 hours of bg3 and I basically didn't know 14 of these 😂 I loved it so much after beating it a couple days ago I just made a new character and started to replay it. Thanks for these tips
Do not silence Auntie Ethel before you kill her, i just tried it and the cutscene where she pleads with you wont trigger even if she is at 1HP if she is silenced.
For the quazit thing, you don't need to learn it. If you have levels of wizard,warlock or sorc, you get a dialogue with it later in that quest and it will become a free action
If you save the horned blue girl in the druid grove with a Paladin of the ancients (paladin options in dialog) - you'll get a oath spell from her later in act 2 + a shadow blade ring. If you talk with the Myconids as a Druid of Spores, after the quest murdering one of them and a skill check you'll get a buff + reward. Yes I'm a Paladin of the ancients\Druid of spores =)
@@nathanfivecoate5848 also you get an Oak staff as a reward for peacefully confront Kagha (get letters from swamp). Use the druid or paladin ature options. There is A LOT of staff for this clown build in the game, but I like it =)
These are just quest rewards anyone can get regardless of class. Just because your class has a dialogue option, doesn't mean it changes the outcome. Usually outcomes are the same and optional dialogue is just for flavor/RP. Would also say neither of those things are remotely secret, they are just regular quest rewards most people not rushing the game will get
you CAN kill auntie ethel, AND get the hair, AND save mayrina. have a party member stay invisible outside of combat in turn based mode, wait for the dialogue to trigger. once you convince her to give the hair, swap characters to the invisible one before the dialogue finishes, select the hair type you want (it will just go to that characters inventory, it wont consume it yet), then sneak up to the hag and kill her in one hit. she won't have a corpse, but you will have killed the hag, saved mayrina and many others, and got a stat boost. i havent tried if you accept giving up mayrina for both the STR and Your Choice boost, i'd imagine it works though as long as you dont let dialogue finish
this is too extra for something that has no effect on other characters. just intimidate/persuade ethel into giving you her hair and letting mayrina go and that's it. you can still save the dwarf in her hut and mayrina will be fine. killing the hag doesn't really do anything special
Bit of a spoiler but the Hag does make a return later in the game, not sure what happens if you kill her though because she did mention that she gets brought back either way, it's just more of a hassle if she does die.
@@KaitouKaijuI'm pretty sure from all I've read & the lore is the same hag, unless there are multiple ways. There is at least one way for sure the Act 3 hag is Ethel. But there are also letters laying around between Ethel & another hag in baldurs gate, her sister I think, so I would bet there are multiple outcomes & different hag depending on choices.
IMPORTANT about Dammon, if you want to progress Karlach's story and get the cool armour set mentioned, DO NOT kill the strange ox in act 1, there is a bug that if you kill it, you won't be able to progress with these things cause the ox is weirdly connected to dammon in a minor interaction, it's really dumb and I was very frustrated when this happened to me. All cause of a stupid ox.
ah thats why Dammon did not make other armor pieces even though I brought him lots of infernal iron later ( he made the breastplate and gloves and nothing else )
Your video is amazing incredibly helpful professionally narrated thank you so much for taking the time to make it I have become a subscriber and a fan of your excellent work
i was so happy that i kept the minds from the ship... doubted why i held onto them for so long cause "surely there's a reason" and finally it paid off.
For the quazet pet, if you are a spell caster, after you get past the mirror, it will offer to be called on when ever you want. (it might have specific conversation needs)
I knew all these, except I didn't know taking off your armor gave you a skill check bonus during the torture segment. Pretty neat! I would also say don't miss the smuggler's ring which gives plus 2 to sleight of hand and stealth. Super useful on Astarian. It's left of where you find Karlach along the river on a skeleton in some bushes.
Also about the necromancy of thay no one ever seems to realize it's actually a Indiana Jones ref. If you look at the weight of the book it's the same as all books so grab anybook like the moonhaven logbook in the same room place in world on top of the pressure plate and take the thay book. Switcheroo just like Indiana jones
Missed the spiders, awakened (always used Lae'zel for that part), and the "dark mind and slave mind", but I've seen the others. This is after 200+ hours and four playthroughs. The Kuo-Toa thing was the most recent I found.
You can actually get awakened if you have Lae'zel in the machine, on the last instance you can make a arcana check to claim the machine's power as your own. I think it's a DC25 so not exactly easy, but if you have a good arcana and bad wisdom it might be easier
4:18 takes about 1-3 turns to take effect after lowering "it's" health below 20ish% 5:03 mostly I've used the lizard lady to intimate them to join me. However you need to persuade them beforehand. 8:09 apparently you get an op Dagger at the end of it too. 11:30 have lae zel be the one take the hits, and the vampire in the party for it, some amusing responses.
08:20 its very easy to sneak her out of the grove. Spoiler: Next to her cage is a cliff. Jump to over the gap and succeed in an easy check. you'll find a hidden door. Kill a few Goblins and you can leave. just care the traps and get the loot from the chest (key is on the island (?) in the middle of the room).
For the "She Cannot be Killed" at 7:36, you can also clear out the cave that you can jump over to. Once you beat the Goblins in the cave, help the Dwarf, and press all the buttons to stop the auto-fire statues, you can sneak her through there without the stress of worrying about the guards!
Shovel, the Qasit. Stays with you if you can’t learn the scroll cause you don’t have a wizard. You just can’t let him die. We’ve had him for a very long time now and we don’t let him die ..ever.
I got a similar sword after he flew away from the githyanki patrol. As they started to leave the area, I pick pocketed the Hold drop weapon, and then frog guts everywhere.
If you go behind where Sazza’s cage is, you can jump to a ledge behind which has a door to a small fight with some goblins and traps. No violence with the Grove required.
A few points if I may. 1. You can escape with Sazza off the cliff to the left of her cage. 2. You do not need to get Ethel's hair to get the wand, you do need to save Mayrina. 3. If you choose to kill the Ogres you get a set Int to 17 which lets you dump Int on a Wiz and pump another stat up. 4. Never use Eldritch Squid powers, only good Illithid is a dead Illithid. 5. The Weapon you get for killing Boooal is better IMO. 6. Kill US they are a trash Illithid scum spawn and deserve death for existing. 7. If you choose to fight the Githyanki and kill the leader you miss out on some alternative options that are pretty important lorewise. Just in case someone did not know. 🥰🥰 💀🦑
If you kill the Ogres after you summon them, you can loot them for a circlet that sets your Intelligence to 17. It's a great item to have on your main character if they aren't INT-based, since a lot of INT checks are important to lore in the game.
It's extra nice with a githyanki character as they can use their racial each day to get proficiency in all of the Int skills and then wear this to boost them more.
I don’t know if other classes/subclasses get anything similar, but reading the Necromancy of Thay book as a Sorcerer gives you the chance to “magically attune” with the book, prompting much more easily passed Charisma checks with lower DCs than the usual high DC Wisdom saving throws
As soon as I saw the ogres I got on the roof around them and fought them, it was a great fight. I tried the horn afterwards but as it turns out you cant call for dead ogres.
6:25 this combines perfectly with the life cleric channel divinity, use a bonus action to transfuse health to massive chunk heal someone who is low and then use ur action to preserve life. With all the extra healing from items and the self healing life cleric gets when healing others, the life cleric should get massively healed (fully if u have a lot of NPC allies), the transfusion recipient should get fully healed, and all nearby allies should get a massive chunk of health.
*ahem* coming back, it actually works better as an action then using Mass Healing Word afterwards as a bonus action, you’ll get more HP for yourself per ally healed
A note on the ogres, depending on the fight you may not be able to recruit them again. I summoned them when fighting the goblin temple and it went to a cut scene as soon as the fight was over and the ogres were nowhere to be found and i can no longer call them. Considering i am a 8 int sorcerer i really would have appreciated that headband of intellect.
Ive just started my 2nd run and oh my gosh ive missed out on so much. Entire areas, or i half finished them or didnt look around properly while traveling from one area to another. Thanks for these videos because you and the other people making BG content are doing such a great job. Thx.
One good little secret, is when glut is following you around, use his spore raise dead ability to raise the named duergar (forget the name) in the duergar village. He had some crazy good abilities like grizzly rage, enlarge, etc. just be sure to kill him by jumping off cliffs if you choose to fight glut after….or he’ll fight for him…additionally, before you fight glut, jump off a cliff with him a few times, and you can knock 30hp off of him pre fight lol.
I personally used it on the bulette. Makes for a very powerful pet. The only problem is that it's so big it will get stuck a lot while following you around.
Careful with the 3 ogres, once enough time has passed (around act 2 or early act 3) whether you have summoned them using the horn or not, they will ask you for what you promised and no other options will be available, either pay them and end the contract or kill them, they won't work for you forever.
Using Command: Drop on Voss works aswell to drop the great sword, however sometimes he really wants to carry a crossbow so he'll just drop that instand.
Command Drop also has an abysmal 8-12% chance success rate compared to disarm or Heated Metal. I did the Heated Metal route and had a 40% success chance
The hag hair is nice for anything but con. The game seems to read it as a temporary buff that you permanently have, rather than an actual stat increase. I tried using it to rasie my con from 15 to 16 and in the level up screen it still shows up as 15 keeping me from getting another HP per level.
You can gain a 1-time use item to summon a hostile spectator by looting the locked box where the gnolls are attacking 2 men in a cave. Inside the chest is an item called iron flask. However by opening this chest if you meet the zhent’s in the underground, and tell her you opened it/show her the iron flask, they all immediately become hostile
It's weird because the game pretty much explicitly tells you not to go to the mountain pass because it's too dangerous, and so I didn't get there until after reaching the shadow cursed land through the underdark
@@KaitouKaiju As far as I know, it says something about making sure you tie up loose ends. All I noticed that changed if I went there early was the Tiefling grove quest advancing. As in, the Tieflings will no longer be there and potentially, the Rite of Thorns will have finished if you didn't stop it beforehand. So, as long as you finish the Gobbo camp and the Tiefling story, it should be fine.
That dialogue that mentions the mountain pass maybe a hard area and running to Voss and his squad also change based on your level. If your below level 5 your party members will have lines that say this is dangerous and you shouldn’t mess with them but if your above level 5 they are all for it. The game does react to your parties level in a few spots
You can get Sazsa out of the grove using the underground pass of the grove. Near her cage, by jumping you can find a door to it. One of the exits leads directly to the outside of the grove. If you already cleared the zone its just a trip, no throws no fighting
You mentioned the Awakened ability you acquire in the Creche, but you didn't mention the Psionic Healing ability you get from Orramu, the Mind Flayer, in the Myconid section of the Underdark.
@@reddest-x Just finish his quest. It is the reward you get from it. In that playthrough I did not touch the tadpole powers at all and was surprised to find an illithid healing power on my hotbar.
In ACT3 within Baldur's gate there's a temple to all the gods. If you kill the Gnome leading the temple you'll be cursed and attacked by Deva's the following night at camp. Killing these will drop an awesome mace that does somewhere up to 40 damage on each hit.
Check out these 7 more insanely cool tricks! th-cam.com/video/433_kci2DwI/w-d-xo.html
You dont have to get the hair to get the wand. You can kill ethel.
You should show where to do the quest, I have no idea where to find the BOOOOAL
If you give the necromancy of thay book to Astarion he'll read the book over time bypassing all the checks and he'll finish in act 3 in time to learn dance macabre. In case you don't want to savescum
wow thx would never figure lol
Does he actually keep reading the book on his own beyond that first camp scene? On my last playthrough I just read it and made the checks as him to progress it
@@damned0wl I'm not sure but I can only assume so, he's always standing there reading a book in camp so I guess if you gave him the Necromancy of Thay, he'd be reading that instead.
Well no point to get the NOT now since it so weak, spawn 4 AI control zombies and cant paralysis (very very low chance now, at least the last time i use it they cant paralysis anyone, not even trash mob) enemy anymore
@@Than211 I meant in practical terms, does he ever get the Forbidden knowledge bonus from the book without player input :)
About Lumpy and the ogres, they can't be summoned beyond act 1. They'll answer the call in the underdark and maybe the mountain pass but once you fully enter act 2, they won't answer their summon.
I learned this the hard way by thinking they would only be a single use and deciding it'd be funny to keep the warhorn in my pocket until the final boss fight
Considering the distances between Act I and III it really only makes sense.
Thanks for the heads up
Imagine 3 ogres just popping into the astral plane out of nowhere to monch on the most exotic meat they’ve ever laid eyes on
I learned that to my cost in my first playthrough! I kept the horn because I never ran into a fight in Act I that was difficult enough for me to need help (on Balanced, of course), and when I tried to bust them out in Act II, nothing. In my current playthrough, I figured I better use them sooner than later, so I called them twice: against Dror and his cronies, and against the goblins outside after that. Unfortunately, they’re not very tactical fighters and the goblins were able to chip away at them and kill all three. The good news is that Lump will still have the Warped Headband of Intellect in his inventory, so at least you get that!
Thanks for the tip. I was planning to use them on act 2 and 3. But I still have some tough fights in act 1 on tactician remaining, so perfect timing.
There are 3 drow in the underdark which each gave one part of a quarterstaff when you loot them, and when you collect all 3, you can combine it into a very rare quarterstaff which gives extra ice damage
the ice damage is whatever, the _chill_ is the biscuit. Being able to consistently chill without resources is broken when combined with Create Water. Chill+wet = Freeze. Frozen inflicts incapacitated and Force vulnerability. You ever tried disintegrating something wet? Yup.
@@graysaltine6035also eldritch blasting with lightning charges on a frozen target is fun
i always end up finding 2 of the three pieces it's driving me crazy
Note, you cannot unequip the staff once you put it on!
I was so lucky to get this staff without guides 😮
My add.
You can get the "broken shaft" from the dying dwarf who was mortally wounded by the Owlbear.
If you kill the Owlbear in the cave you can get the "spear tip" off her corpse.
You can combine the shaft with the tip to create a nice spear that does additional damage to any creature that has multiple eyes (spiders) and causes blindness.
Makes the spider cave a breeze even if you don't have spear proficiency.
How to combine?
@@DaugvinasLiberisusually u right click on the item or whatever button on console to bring up an extras menu and it should say combine
Ya I feel like a lot of people could easily miss this because the components don't provide much help and they don't suggest much and look like regular items. It's one of the better items in Act 1, being one of the few Blue weapons in that act. It helps a LOT with the spiders and I think it might even work on the Beholder because the Beholder has more than two eyes. But I don't think I used it for that fight, I just thought of it now.
There's also an item you get in Act 1 that eventually builds into an Electric Staff and it's the same thing, the item doesn't really suggest anything and it looks like a regular item until theyre all combined
@@DaugvinasLiberis right click on either piece should pull up a menu top option should say combine. It'll pull up another window. Drop the other piece in and click the button.
@@swickens930 Pretty sure it's an ice staff. It is very good!
You can move Sazza out of the Druid Grove by taking the route through the hidden entrance. Theres a few platforms you need to jump along for that.
Yeah sounds like he went the wrong way 😜
lol
Yep
Nothing so fun as doing things the hard way....
There is no wrong way in baldurs gate lol.
You maybe want to add this one: On the top floor of the arcane tower (where the robots are) there is a lying chair called "Stool of Hioll Giant Strengh" (in the corner). If you break it, you can lot a weapon that increases your strength to 19
The weapon is bad though
THERE WAS A CHAIR THERE ?
The weapon is good to help some party members to jump over some stuff later on
@@iskabin It's a strength boosting item. That's it's primary function, carry weight jumping throwing and shoving
I found it a good supplement for my shillelagh casting druid on the non-boss encounters. 19 STR to carry stuff around, and a magical club to beat kobolds and gnolls with.
Fun fact if you let the Ogres die in combat, Lump has a helm that sets your int to 17 regardless of stats.
And than shadowheart will be able to hit the spell she always misses xD (said spell is int based, while she is a wisdom based cleric)
@@E_D___wth are you talking about?? Just increase her Wisdom and she'll hit more reliably
@@Guille2033 I don't remember the name of the cantrip, but one of them is int based and not wisdom based
@@Guille2033He is talking about firebolt, which she got because of her race and is therefore int based, not wisdom based.
you can also just kill the ogres when you first meet them, i did and he dropped the helm
Shovel is actually broken for a rogue and my daughter figured it out for me! He can stay invisible so he never actually joins combat, allowing him to move around the battlefield with total freedom. You can move him around in between turns and he still counts as an ally for rogue’s sneak attack purposes.
Damn, that's really useful!
I do that with all the pets
BRUH
What do you mean? Give shovel to rogue as weapon?
@@ThePutra313shovel is a named quasit that can be gained as a pet
PROTECT DAMMON AT ALL COSTS, if you are / have Karlach, there is NO replacement NPC for him, and there are multiple times in all the Acts where he can just straight up DIE due to bugs or how certain encounter chains can play out in all of the Acts hard locking you from finishing Karlachs personal story with the engine
Also Dammon + owlbear cub🥹
WHAT ARE THOSE EVENTS AND HOW DO I KNOW IF I HAVE TRIGGERED THEM?! I was dead set on Shart, but then I started hanging out with Mama K, you know? I have a bunch of save files, but I don't want to have to go too far back if I don't have to, you know?
Yeah. I've not once been able to save dammon
Best use of spider sack is to actually throw it into enemy: this way it deals slight damage, spawn spiders AND frightens enemy
You don't have to be a wizard to learn the Cheeky Quasit spell. You could also get it permanently as a Warlock and Sorcerer if you pick the correct dialogue options and then talk to her next to the mirror with the spellcaster who summoned her.
Correct dialogue choices are 1 for all dialogue options except for when option 1 is "No you will do no such things" or something like that. You would pick the second dialogue option then.
I can't stress this enough since doing that way doesnt seem to take up precious memory slots
@@roque87 you can "unprepare" summon spells (familiars, elementals etc) after you cast them, so they don't take up space
You beat me to it. lol
@@Bradimus1981 you both beat me to it ...
I had to cast disguise self in order to get the proper dialogue to trigger… shovel has different dialogue for sorcs and wizards
Love that the vid starts right off the bat. No bs in the beginning.
A quick note: freeing sazza also breaks a vengeance paladin's oath, so don't do it if you don't want it broken, or do it if you want a very early on way to become an oathbreaker paladin
Even earlier way is to be oath of the ancients and kill the tieflings wondering what to do with Lae'zel. I think they may be the first ones to count?
@@rogierWVThat also broke me on oath of Vengeance
I switched from being a Bard to a Paladin and instantly got all these Oath of the Ancients dialogue choices. Made my playthrough so much cooler, being a bard sucks I actually felt like a jester/fool honestly. Paladin is the way to go!
Easiest way to do it is have another party member open it, like Asterion. Problem solved.
One note i would add is that if you kill the ogres you get a very good INT boosting Circlet
You should aways spend the ogres, they're pretty good at tanking the hordes near razlin or gut, let them get wiped n then mop up the rest, seems like a good deal.
Yep. Killed them and use that on astarion, then respecced him to dumpstat int.
I like to summon them for the final push into Moonrise Towers, then get the circlet.
pickpocket is a thing...
@@blshouse you can't pickpocket the circlet. I tried because I wanted to see if his dialouge changes. but the circlet was not one of the possible items
Another big benefit of Dammion is that he is the only Vendor you interact with in all 3 acts.
Which means, if you ever want to sell unique gear (something you don't see any use for rn, might be exactly what you want when you find out a synergy), sell it to him so he will carry it for you just in case. And If you 100 his approval it will carry later on making him the slightly optimal vendor.
If you kept the kids alive to act 3 they’ll also have unique gear that you’ve sold to other vendors that you’ve killed, might’ve been a bug though
@@1border2lands3
Yeah the kids loot everywhere you've been once you leave the Act, it's hilarious.
Especially after Act 2, where they loot the entire tower for anything you might've missed so you can just buy it later when you find them.
If you're including Awakened as Act 1, you should also include Morninglord's Radiance. It's a big you get while exploring the monastery before the creche. It adds 1d4 radiant damage to your attacks. It goes away after a long rest, but you can go back to the location to refresh it until the point of no return in act 2. Even in act 3, it refefreshes for me each time i swap out a party member, but it seems more like a bug than an intended mechanic.
If they're not in your party when resting they don't lose it too
Unfortunately, they’ve now patched this out
Not sure if anybody ever miss this but. In the risen road there is a cellar below the house that can be opened using a toll key. And there ia a secret vault that could be opened by puting vases on the stone chairs.
@@rayc266is it random loot? Always thought there was more to that room
Scratch can join as a summon if he comes to camp and you throw the ball for him.
Also, you can Command Drop the demon on the nautiloid to get his flaming sword.
killing the demon is better, get you straight to level 2
@@voidling2632 Having Shadowheart command drop his sword and then Heal/preserve the flayer while you wail on the commander is the best strat. Can easily use his own sword on him. Vital strategy on tactician as you can get both of them killed if you're lucky enough.
What class do you have to be to be able to use command on level 1?
@@AnastasiaAisling if you respec Shadowheart, she can have it right away they just didn’t give it to automatically
@@Kildain717 she has command from the very start, you don't have to respec her. Just hit K and assign command to her prepared spell bar.
There is a cave right behind Sazza's cage and you can sneak her through without having to lead her through the grove.
First time I found Sazza I was actually coming from the cave back into the grove. We just U-turned back out once we talked the tieflings into leaving her. Just be careful about the exploding flowers along the ledge.
Im just so glad someone else said it. Saving her for me was literally the easiest quest I had done till then.
Even easier, fast travel immediately
Exactly! And save one of the druids from the grove by throwing him a health potion. And then there is the locked and trapped chest just beyond the last goblin you kill. When you leave, you encounter another short quest just outside the exit and to the north. I like that option.
sazza can't follow u through fast travel@@aepstein824
You don't need to spare the hag to get the wand. In fact, you can even sneak through the Hag's lair and get the wand without triggering combat.
and you will be an Oathbreaker when you keep the wand.
@@TMII7 Only if you play Paladin.
@@SwissArmyCheesewell yeah thats whats kinda needed to become an oathbreaker
Cough respec
@@captainsalty2924wither doesn’t allow paladins to respec with broken oath
I've sent Lae'zel first in the brain-machine because I wanted the romance. I genuinely felt scared she was about to die after failing all the 30 checks, and finding Us again was a very happy surprise. This is really a good game
Letting her first and failing the checks give her permanent debuffs tho so might wanna be cautious on that.
she randomly attacked me after i killed some Githyanki , calling me a traitor of her god. I killed her and she cant be resurrected anymore. I keep like that lol
I just found Us and I was super happy because I thought that I had found his corpse after the crash. Good kitty!
Wait, Us survives the crash? Where?
Yeah I legit cried when I found Us 😂 he's such a good brain
Fun Fact: If you get the Necromancy of Thay book and drop it on the ground, you can attack and destroy it. This leads to a tough fight against multiple Shadows, granting extra XP and fitting in well with a good-aligned playthrough. WARNING: Shadows are deadly opponents that mess with Strength. You can choose where and when to drop the book. Take advantage.
I left the book in the trapped room and let the traps kill the enemies.
I would add to this the iron flask.
You can just throw it to spawn a 120HP Observer that will fight anything in its vicinity, very usefull for a certain incredibly annoying part of act 2.
Wait that spawns an observer? WTF? Is it a one time use I take it? I thought that was trash and probably sold it :/
I've recently learned to never sell anything in this game if it has even a hint of a unique name
@@Deusaga Yes, it's a one time use, I haven't tested whether you can put him back into the bottle tho
@@DeusagaI literally sell every book and paper maybe I shouldn't
When do you use it in act 2? I have that flask.
@@harveylin3548 I assume the bit of Halsin's quest involving a portal and a fuckload of enemies
I would have added scratch to the list, he’s the best familiar in the game because he can use the help command, all it requires to to have a character with speak to animals talk to him north east of the blighted village, pass a perception check tell him to meet you back at camp about halfway threw act 1 he will be able to be talked to again and hand you a ball, at that point you will have him as a familiar. Also the sussar weapons, in the blighted village behind a locked door to the right of the entrance is a forge and a blueprint, it tells you it requires sussar bark, sussar bark is found in the under dark where the hook monsters are to the south west of the miconide colony you climb some of the large branch’s and it’s on the main tree, go back to the forge and you can craft a dagger, greatsword, or sickle(requires the plain version of the weapon) it gives you a weapon that silences target on hit, very good as an offhand for thief rogues
It's pretty easy to get Sazza out of the grove through the back path right behind the cage. Press buttons to shut off a cpl traps, fight a few weak goblins, and rescue the druid servant for good measure. Also some treasure on the middle pillar. A lot less trial and error than sneaking her through the camp if you dont have invisibility yet, or at least there's less trial and error after you've reloaded from getting party wiped bc you didnt know about the fireball statues the first time.
In the same vein as saving Halsin and having him become a party member, you can also get Minthara as a party member if you make some evil decisions. She gets somewhat redeemed, and is a Paladin.
You can also just skip past the grove in the underdark and recruit her in act 2. You just have to rescue her from jail
She is one of the buggiest companions to get. Couldnt trigger anything in my dark urge run, she is just always rumbling she is there to serve the absolute in moonrise tower. Tried to restart to get her but buggy again. For anyone I recommend to visit moonrise tower and talk to her before visiting the shar domain AND deciding to let shadowheart kill a certain someone. Thats my hyp. at least to how not maje her totally buggy
@@NovictusI'm sorry, you can what? Do you have to ignore the Grove and the Goblins?
The Necromancy of Thay doesn't need a person with disarm/lockpick. The long plate turns the lights on. The key is in the storeroom with the shortcut. And you can put a skull on the plate before picking up the book Indiana jones style
Jump over plate, open the gate, pick up book in turn based mode, and jump back out and exit turn based mode. By the time the traps trigger, you are already out
@@chaoseater999 yeah but that's the super cheesy method. But yeah also valid.
@@chaoseater999 but the plate is useful... it literally just gives you light.
Even easier summon The magic hand and make it throw The book out The Cage....
i've watched Neil Newbon (astarion VA) get the book of thay by wildshaping into a kitty cat and jumping through the bars, no lockpicking needed. Apparently wildshape doesn't hold you back from picking up items, lol.
Incredible how this game allows for some out-of-the-box thinking like that, so many solutions to one problem.
You can reanimate a dead bullete in the Underdark with Sovereign Glut, it’s hard to fit through certain passages but I had a lot of fun with it, like having a Godzilla monster pet.
that was one of my favourite parts in the underdark
fun fact: if you kill the strange ox in the grove because it gave you strange vibes, it locks you out of dammon's interactions to at least act two after he leaves the grove. That is apparently his ox and there's a line of dialogue claiming it is responsible for saving his life on the way to Last Light Inn.
Wow I literally did this a hour ago randomly so now I’ll never see him for Karla ?
I killed the ox, but still met Dammon and had him help Karlach at Last Light Inn.
I picked up the spider egg always every single playthrough, I just can't belive I never even tried to use it xD (just stashed as it will come in handy for something at some point )
For the Quasit; you can in fact 'use' the scroll and keep it as a non spell pet summon. You just need to be spec'ed into either wizard, sorcerer or warlock (1lvl is enough). Once the Quasit is summoned through using the scroll - talk to it and select all the dialogue 1 options. Then successfully talk to the mirror on the wall - enter the room and talk to the Quasit again - it'll call you a uh... rude name for being a spell caster then grant you permission to summon it whenever you want! - even if you spec out of the above listed spell casting classes
Does it work if you disguise yourself as one (wizard etc)?
@@Gradly Don't believe so - You actually need to be spec'ed
It doesn’t work on a dark urge pay through. The dialogue is all different and it’s scared of you.
@@aerynstormcrow aw that sucks... - haven't done a dark urge playthrough yet. Good to know
you dont need to spare the hag to get the wand.
also there is a back entrance to the grove you can sneak sazza out... without alerting anyone.
Am I the only one that just sneaked her the 30 feet away to get the quest trigger to prox?
hows this work?@@brightboar4421
For the Necromancy book, you can get it all complete, then in act 3 get another book that lets you turn that knowledge into a spell. After that you can go to the dark mirror for Shadowheart's quest and give up the knowledge from the book...and still keep the spell you got from it.
You don't actually have to let the Hag get away or get her hair (though highly recommended for the +1 to a stat). Killing her outright can still lead you to the bitter divorce and staff of crones.
For rescuing Sazza, you can also sneak her out the hidden passage behind her cage. You have to jump down to the ledge but there is a hidden door there. Fight a few gobs and you're out.
Quick tip for people at the creche, there's a githyanki vendor that sells a neat very rare finnese short sword, don't buy it because she'll drop it upon death once they go hostile, there's also very rare dex gloves she drops. Instead you can try and sell items and pickpocket her gold, as she won't drop that. Better yet steal what you want, as well as her gold, then kill her while the other's are 'friendly'.
You can also just knock her (and any other vendor) out nonlethally to loot their entire inventories
For that i downloaded a mod drop all loot and it helped me out so much @CaptBighead
An Act 1 secret you may want to consider adding to this someday is killing the Strange Ox early vs completing his quest. The Shapeshifter's Boon ring is incredibly powerful (more powerful the earlier you decide to murder him since it scales better at low level). This ring in conjunction with Smugglers Ring (another very important Thieving item that is not exactly on the beaten path) makes thieving virtually guaranteed. Getting additional 1d4 on all sorts of checks in dialogue can also be incredibly advantageous if you don't mind your hero not looking like your hero. xD
If you kill the strange ox in act one it makes dammon inaccessible in last light inn. Don't know if they fixed this bug yet or if he's available in act three, but there's a manual fix to it on a redit page
@@mariaralph23I seem to recall this issue being in the patch notes as it caught my eye (I noticed that yes back when Dammon would disappear). Not 100% but fairly sure that it's been resolved.
@@mariaralph23 I started BG3 a month ago, and about two weeks ago from now I killed the ox in the grove. Later on I met Dammon and had him help Karlach at the Last Light Inn, so I guess that's been fixed.
@@mariaralph23has it been fixed yet?
Bro really sacrificed Karlach for some buff you’ll never even notice
If you’re doing an evil playthrough there isn’t much reason not to sacrifice her or Wyll
she is the worst and most annoying character (after gale who at least has uses in camp) so even on good playthrough it's best to behead her, so she doesn't end up in your camp or talk. she wasn't even part of early access mostly which explains that she was added last minute as afterthought as her boring story and dialogue and so called personality clearly show. keeping her alive even a few seconds for the buff or to turn into mind flayer in end is nearly impossible to tolerate for anyone with a working brain
Ngl i decided to kill her with wyll in my first run and i still dont mind it xd
On any playthrough carlac has more worth than the sacrifice the amount of buffs that she can be given as the tank really makes her a very nice character at level 6 she has four attacks if you include a counter@@meeqsb3521
Beheading the hyperactive angsty DEI caricature is the best moment in the game
Holy sheet! I knew those mind jars would eventually be used somewhere. Been hoarding them since the beginning.
Spoilers warning:
the dark mind and slave mind are honestly not that useful, they only give you one more dialogue but don't give you any power or anything, not to mention of course, that this particular mission is very bugged.
I just started another playthrough a couple days ago and I actually considered keeping it until then but the other Minds didn't seem to really have anything interesting to say and they're incredibly heavy so I decided to not bring it with me.
@@Than211 just stash them in your camp, not worth carrying, but maybe worth interacting with if you get more interested in that by the time you get there. I think there is also 1 more mind in act 3 you can find... but not sure how you're supposed to get that one to work.
Well, if you are playing to complete the game in its entirety and go through those paths that you couldn't see in your first game, then I recommend you to take them.
It's just a bit more lore for the whole game, it's interesting but as I mentioned, it's not something determinant for the game itself.
To solve the weight issue, I simply kept them in the camp for the whole game and before launching into combat against Kheteric I took them out. @@Than211
I never realised Shovel had immunity to poison, THAT is how she managed to get through clouds of toxic fumes without taking a single damage and casually cross entire areas with ease 😆
Dammon also sells +1 hand crossbows, usually see one after meeting him and long resting. Recruit the bard from withers, steal her hand crossbow and now your rogue/astarion is OP. Dammon will restock another +1 hand crossbow randomly after long rests too. Those extra attacks pre lvl 5 are beast
Damon will change his inventory whenever one of your characters gains a level. So, go there when the party can level, do one character, check his inventory, if not the next character, etc. I entered the grove at level 1 and picked up two hand crossbows +1 (I did that before going to the withers ruins).
For sazza its INSANELY EASY, just go from the back, literally directly next to her cage, super visible is a back exit where it leaves you outside the grove just by jumping once and walking throw a cave.
And you have to save her in goblin camp and moonrise towers. Sazza in groove is easy. Rest of achievement is f..ed up.
One of the minds can give you permanent boost +1 to INT saving throws if conversation is steered correctly.
Advantage on Int saving throws, not +1, which is arguably better
This video made me realize some people play the game very differently from the way I do
That's the great thing of the game. I've had 5 play througjs and still learn/see new things
Another note about the Necromancy of Thay - if you read through the book, Shovel will teach you how to summon her. I scribed the scroll into Gale's spellbook, then had my Tav talk to Shovel after reading Necromancy of Thay, and Tav also learned how to summon her. The best part is that Tav's version was in the Common tab of the spellbook, so it stays available even when reclassing
You can sacrifice a hireling to booal if you don't want to lose a companion.
"It's not easy to sneak Sazza out." Sure it is, you're supposed to use the hidden cave entrance on the ledge behind her cage. Even unique dialogue in there.
Marvelous, solely because of the fact that the first phrase is related to the topic of the video itself. Great job, you've got a sub, my man
The ogres are only good for Act 1 and you should kill them before leaving Act 1 since the lead ogre will drop a head piece that gives sets your INT to 17. Very useful for all kinds of checks and non-INT users.
summoned creatures are good for distracting enemies. Many of them will attack the summons instead of the characters. I use "summon Elemental" scrolls to protect the Druid in act 2
Found out you can use one of those creatures to kill all the stoned Drows before the Spectator surprises the party in the Underdark, even without using stealth.
you can get the qusit WITHOUT learning the spell as wizard. If you just summon him, then talk to the door-mirror, get inside the room and then talk to the quasit again he will give you a skill to summon him as any class and you can also respec.
Ah, that is how I got the skill. I was surprised and confused when I realized I have the skill to summon him, but never learned it from the scroll, because I wasn't a wizard.
Sparing the hag as a Veng paladin only breaks your oath, if you made an oath to kill her earlier. I made no such oath and had no issue getting the bonus. However I did lose my oath later because I promised to spare a certain vampire spawn and well they all died. oops
What if you reclass your character?
@@goodbro2046you can’t respec an oath breaker until to redeem yourself (1k gold)
@@Trial88 But you can reclass for the duration of something that would break your oath, and re-spec back after, and not result in oathbreaker.
@@themurmeli88 yeah that definitely works. I Guess i didn’t think of their question as being before the oath was broken, but preemptively avoiding it would be much better.
@@themurmeli88 especially when considering withers doesn’t become hostile if you pick pocket your gold back from him and fail. So even a bad pick pocketer can get the money back making respeccing 100% free
140 hours of bg3 and I basically didn't know 14 of these 😂
I loved it so much after beating it a couple days ago I just made a new character and started to replay it. Thanks for these tips
Do not silence Auntie Ethel before you kill her, i just tried it and the cutscene where she pleads with you wont trigger even if she is at 1HP if she is silenced.
For the quazit thing, you don't need to learn it. If you have levels of wizard,warlock or sorc, you get a dialogue with it later in that quest and it will become a free action
If you save the horned blue girl in the druid grove with a Paladin of the ancients (paladin options in dialog) - you'll get a oath spell from her later in act 2 + a shadow blade ring.
If you talk with the Myconids as a Druid of Spores, after the quest murdering one of them and a skill check you'll get a buff + reward.
Yes I'm a Paladin of the ancients\Druid of spores =)
I just finished as a Thief Rogue 4/Beast Master Ranger and go both of those
@@nathanfivecoate5848 also you get an Oak staff as a reward for peacefully confront Kagha (get letters from swamp). Use the druid or paladin
ature options. There is A LOT of staff for this clown build in the game, but I like it =)
These are just quest rewards anyone can get regardless of class. Just because your class has a dialogue option, doesn't mean it changes the outcome. Usually outcomes are the same and optional dialogue is just for flavor/RP.
Would also say neither of those things are remotely secret, they are just regular quest rewards most people not rushing the game will get
I’m glad that I got all of the items that I wanted already. I just made it out of act one with over 70 hours and so I was wondering what I missed.
you CAN kill auntie ethel, AND get the hair, AND save mayrina. have a party member stay invisible outside of combat in turn based mode, wait for the dialogue to trigger. once you convince her to give the hair, swap characters to the invisible one before the dialogue finishes, select the hair type you want (it will just go to that characters inventory, it wont consume it yet), then sneak up to the hag and kill her in one hit. she won't have a corpse, but you will have killed the hag, saved mayrina and many others, and got a stat boost. i havent tried if you accept giving up mayrina for both the STR and Your Choice boost, i'd imagine it works though as long as you dont let dialogue finish
this is too extra for something that has no effect on other characters. just intimidate/persuade ethel into giving you her hair and letting mayrina go and that's it. you can still save the dwarf in her hut and mayrina will be fine. killing the hag doesn't really do anything special
Bit of a spoiler but the Hag does make a return later in the game, not sure what happens if you kill her though because she did mention that she gets brought back either way, it's just more of a hassle if she does die.
@@Than211It's a different hag in act 3
@@KaitouKaijuI'm pretty sure from all I've read & the lore is the same hag, unless there are multiple ways. There is at least one way for sure the Act 3 hag is Ethel. But there are also letters laying around between Ethel & another hag in baldurs gate, her sister I think, so I would bet there are multiple outcomes & different hag depending on choices.
@@KaitouKaijuits the same hag. shes got a bunch of mushrooms that let her come back when killed
IMPORTANT about Dammon, if you want to progress Karlach's story and get the cool armour set mentioned, DO NOT kill the strange ox in act 1, there is a bug that if you kill it, you won't be able to progress with these things cause the ox is weirdly connected to dammon in a minor interaction, it's really dumb and I was very frustrated when this happened to me. All cause of a stupid ox.
ah thats why Dammon did not make other armor pieces even though I brought him lots of infernal iron later ( he made the breastplate and gloves and nothing else )
"Two birds stoned at the same time." Is that a TPB reference?!?! I hope so.
Your video is amazing incredibly helpful professionally narrated thank you so much for taking the time to make it I have become a subscriber and a fan of your excellent work
Wow, thank you! That's very nice of you to say!
i was so happy that i kept the minds from the ship... doubted why i held onto them for so long cause "surely there's a reason" and finally it paid off.
For the quazet pet, if you are a spell caster, after you get past the mirror, it will offer to be called on when ever you want. (it might have specific conversation needs)
Can it be recalled if it gets killed by an adversary, the same way you can repeatedly summon an Imp?
@@darinsingleton3553yes. It becomes a familiar.
I knew all these, except I didn't know taking off your armor gave you a skill check bonus during the torture segment. Pretty neat!
I would also say don't miss the smuggler's ring which gives plus 2 to sleight of hand and stealth. Super useful on Astarian. It's left of where you find Karlach along the river on a skeleton in some bushes.
You can get Sazza out easy just by casting Invisibility on her and running!
Also about the necromancy of thay no one ever seems to realize it's actually a Indiana Jones ref. If you look at the weight of the book it's the same as all books so grab anybook like the moonhaven logbook in the same room place in world on top of the pressure plate and take the thay book. Switcheroo just like Indiana jones
you dont have to sacrifice anyone to booal - there are some checks that you can pass to reveal him as a redcap and kill him
You dont get his permanent buff this way
I wonder if sacrifice those dude withers call , hirelings
@@victorhugo-rf7py well i did so i dunno wtf youre talking about
Great content as always! Just found the necromancy of thay last night and was wondering what I was supposed to do with it. Off to the well.
Missed the spiders, awakened (always used Lae'zel for that part), and the "dark mind and slave mind", but I've seen the others. This is after 200+ hours and four playthroughs. The Kuo-Toa thing was the most recent I found.
You can actually get awakened if you have Lae'zel in the machine, on the last instance you can make a arcana check to claim the machine's power as your own. I think it's a DC25 so not exactly easy, but if you have a good arcana and bad wisdom it might be easier
4:18 takes about 1-3 turns to take effect after lowering "it's" health below 20ish%
5:03 mostly I've used the lizard lady to intimate them to join me. However you need to persuade them beforehand.
8:09 apparently you get an op Dagger at the end of it too.
11:30 have lae zel be the one take the hits, and the vampire in the party for it, some amusing responses.
0:54 learn it!??! sheeeeeeet...
08:20 its very easy to sneak her out of the grove.
Spoiler:
Next to her cage is a cliff.
Jump to over the gap and succeed in an easy check.
you'll find a hidden door.
Kill a few Goblins and you can leave.
just care the traps and get the loot from the chest (key is on the island (?) in the middle of the room).
8:30 ... but, there is the secret passage? by the cliff where the cage is? just jump there with Sazza, no rolls with guards nescesaary
For the "She Cannot be Killed" at 7:36, you can also clear out the cave that you can jump over to. Once you beat the Goblins in the cave, help the Dwarf, and press all the buttons to stop the auto-fire statues, you can sneak her through there without the stress of worrying about the guards!
Shovel, the Qasit. Stays with you if you can’t learn the scroll cause you don’t have a wizard. You just can’t let him die. We’ve had him for a very long time now and we don’t let him die ..ever.
I got the silver sword using shadow heart, “Command-Drop” was at 16% and level 5 when it worked.
I did the same thing when I did my Gith Bladelock playthrough
I got a similar sword after he flew away from the githyanki patrol. As they started to leave the area, I pick pocketed the Hold drop weapon, and then frog guts everywhere.
If you go behind where Sazza’s cage is, you can jump to a ledge behind which has a door to a small fight with some goblins and traps. No violence with the Grove required.
A few points if I may.
1. You can escape with Sazza off the cliff to the left of her cage.
2. You do not need to get Ethel's hair to get the wand, you do need to save Mayrina.
3. If you choose to kill the Ogres you get a set Int to 17 which lets you dump Int on a Wiz and pump another stat up.
4. Never use Eldritch Squid powers, only good Illithid is a dead Illithid.
5. The Weapon you get for killing Boooal is better IMO.
6. Kill US they are a trash Illithid scum spawn and deserve death for existing.
7. If you choose to fight the Githyanki and kill the leader you miss out on some alternative options that are pretty important lorewise.
Just in case someone did not know. 🥰🥰
💀🦑
8:48
LOVE the Trailer Park Boys "Rickyism" you slipped in there, lol!
God Bless you ALL!
If you kill the Ogres after you summon them, you can loot them for a circlet that sets your Intelligence to 17. It's a great item to have on your main character if they aren't INT-based, since a lot of INT checks are important to lore in the game.
I had that on my Rogue and it was really fun to have that int advantage =)
It's extra nice with a githyanki character as they can use their racial each day to get proficiency in all of the Int skills and then wear this to boost them more.
So much I missed in act 1. I am looking forward to my second play through. Thanks for a great video!1
I don’t know if other classes/subclasses get anything similar, but reading the Necromancy of Thay book as a Sorcerer gives you the chance to “magically attune” with the book, prompting much more easily passed Charisma checks with lower DCs than the usual high DC Wisdom saving throws
He said that In the video 😂😂😂
@@murkypotato6410 oh. I somehow missed it 😅
Auntie Ethel -
Don’t forget about the incapacitate passive.
As soon as I saw the ogres I got on the roof around them and fought them, it was a great fight. I tried the horn afterwards but as it turns out you cant call for dead ogres.
6:25 this combines perfectly with the life cleric channel divinity, use a bonus action to transfuse health to massive chunk heal someone who is low and then use ur action to preserve life. With all the extra healing from items and the self healing life cleric gets when healing others, the life cleric should get massively healed (fully if u have a lot of NPC allies), the transfusion recipient should get fully healed, and all nearby allies should get a massive chunk of health.
**SPOILERS**
It was actually insane at keeping the harpers alive during the raid of moonrise towers
*ahem* coming back, it actually works better as an action then using Mass Healing Word afterwards as a bonus action, you’ll get more HP for yourself per ally healed
A note on the ogres, depending on the fight you may not be able to recruit them again. I summoned them when fighting the goblin temple and it went to a cut scene as soon as the fight was over and the ogres were nowhere to be found and i can no longer call them. Considering i am a 8 int sorcerer i really would have appreciated that headband of intellect.
Ive just started my 2nd run and oh my gosh ive missed out on so much. Entire areas, or i half finished them or didnt look around properly while traveling from one area to another. Thanks for these videos because you and the other people making BG content are doing such a great job. Thx.
One good little secret, is when glut is following you around, use his spore raise dead ability to raise the named duergar (forget the name) in the duergar village. He had some crazy good abilities like grizzly rage, enlarge, etc. just be sure to kill him by jumping off cliffs if you choose to fight glut after….or he’ll fight for him…additionally, before you fight glut, jump off a cliff with him a few times, and you can knock 30hp off of him pre fight lol.
I personally used it on the bulette. Makes for a very powerful pet. The only problem is that it's so big it will get stuck a lot while following you around.
Careful with the 3 ogres, once enough time has passed (around act 2 or early act 3) whether you have summoned them using the horn or not, they will ask you for what you promised and no other options will be available, either pay them and end the contract or kill them, they won't work for you forever.
You can fast travel out of the grove with Sazza
Man, youtube really likes to push these tier list thumbnails, huh? Don't blame you for playing the game though, this is a solid video.
Using Command: Drop on Voss works aswell to drop the great sword, however sometimes he really wants to carry a crossbow so he'll just drop that instand.
Command Drop also has an abysmal 8-12% chance success rate compared to disarm or Heated Metal. I did the Heated Metal route and had a 40% success chance
It also starts a fight that isn't necessary and might Bork some quests. Not worth it IMHO but muderhobo is a legit playstyle so have fun.
It does not effect any quests this has bee debunked over and over again, all it dies is change when you get some RP dialoge.@@nunya_bizniz
I used Command Drop to get the flaming sword from the demon on the nautiloid!
The hag hair is nice for anything but con. The game seems to read it as a temporary buff that you permanently have, rather than an actual stat increase.
I tried using it to rasie my con from 15 to 16 and in the level up screen it still shows up as 15 keeping me from getting another HP per level.
You can use the owl bear egg as replacement for the githyanki egg quest.
It will still end up killing the group in the future act though. Lol
You can gain a 1-time use item to summon a hostile spectator by looting the locked box where the gnolls are attacking 2 men in a cave. Inside the chest is an item called iron flask. However by opening this chest if you meet the zhent’s in the underground, and tell her you opened it/show her the iron flask, they all immediately become hostile
there are so many secrets everyone id bound to find at least 2, love this game
Awakened is an Act 1 buff. Act 2 is the shadow cursed area. Creche is Act 1.
It's weird because the game pretty much explicitly tells you not to go to the mountain pass because it's too dangerous, and so I didn't get there until after reaching the shadow cursed land through the underdark
@@KaitouKaiju As far as I know, it says something about making sure you tie up loose ends. All I noticed that changed if I went there early was the Tiefling grove quest advancing. As in, the Tieflings will no longer be there and potentially, the Rite of Thorns will have finished if you didn't stop it beforehand. So, as long as you finish the Gobbo camp and the Tiefling story, it should be fine.
That dialogue that mentions the mountain pass maybe a hard area and running to Voss and his squad also change based on your level. If your below level 5 your party members will have lines that say this is dangerous and you shouldn’t mess with them but if your above level 5 they are all for it. The game does react to your parties level in a few spots
You can get Sazsa out of the grove using the underground pass of the grove. Near her cage, by jumping you can find a door to it. One of the exits leads directly to the outside of the grove. If you already cleared the zone its just a trip, no throws no fighting
You mentioned the Awakened ability you acquire in the Creche, but you didn't mention the Psionic Healing ability you get from Orramu, the Mind Flayer, in the Myconid section of the Underdark.
How do you get this? I thought I was done with that dude
@@reddest-x Just finish his quest. It is the reward you get from it. In that playthrough I did not touch the tadpole powers at all and was surprised to find an illithid healing power on my hotbar.
@@arrankharchkrall2916 hm. I thought I did but I'll go back and check. Thanks!
In ACT3 within Baldur's gate there's a temple to all the gods. If you kill the Gnome leading the temple you'll be cursed and attacked by Deva's the following night at camp. Killing these will drop an awesome mace that does somewhere up to 40 damage on each hit.