For a while I was noticing something weird with Astarion when I'd try to sneak attack. It kept saying "can't have disadvantage against target". For a while I thought it was a bug but after noticing that Speedy Lightfeet boots are medium armor, I took them off him and that solved all my problems.
While you're saving Halsin, loot the skeletons inside the Worg cage. One of them has a +1 Dagger that gives Disadvantage to all goblins attacking the wielder.
@@RageGamingVideos I reread my comment and realized it came off a bit more dickish than I meant 😂. Sorry, about that, I appreciate the effort you put in to your vids dude.
If you get the lightning staff from saving the fist, those lightning charges proc on each hit of magic missile. Adding damage to an already guaranteed damage spell.
@@StorytellerCharm I'm not sure; haven't looked much at sorcerer. Be sure to look at wording. If it says "spell" or something like that; probably not. If it just says "bonus to lightning damage" then maybe.
Would've been nice if not for the fact that you can get the Arcane Staff from the Arcane Tower. At the top, you can either befriend or defeat the automaton for a ring that lets you go down to the basement to get a staff that increases your spell save dc and attack rolls by +1. Thats huge
Something to note about the Lightning charge combo, there is a headpiece in the underdark sold by a trader that grant 3 temporary hit points every time you gain a Lightning charge. I just got it last night and haven't had a chance to test it, but I would imagine it is quite good.
There’s also a pair of gloves that grant lightning charges on unarmed melee(?) attacks. They have the insane added passive called Effective Transmitter that grants the following: “while imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage”. On my wood elf gloom stalker ranger I have the boots, gloves, helmet and bow and combined with some feats and other traits I regularly attack with a +11 to hit and Advantage, it is TRULY so much fun
@@flibbitybibbity969 I had a similar setup until I eventually found better gear. Sadly, despite the helm saying it gives temporary hit points every time you gain a charge, they don't stack at all. So you are pretty much stuck with 3 temp HP despite them all coming from the same source.
@@flibbitybibbity969Heres the more insane part. That gloves is bugged. More like they determined that throwing weapons counts as melee attack. I build a Berserker with the Tavern Brawler paired with another bug where they decided that throwing the Returning Pike deals damage from two instances (the head and the shaft) while also equipped with the throwing ring; I'm dealing way more than what my level allows to
@noppis every weapon, spell and throwable has a damage value (usually seen in the description of the item) the damage values will always be a #D# type. For example a dagger is 1D4 damage plus a corresponding stat attribute. Usually Strength for Melee, Dexterity for Ranged. So the damage ranges for a weapon are usually a dice roll plus your stat. For a large weapon it could be 1D12+strength instead of saying 1-12 it would be better to say 1d12+STR since not everyone is going to have the same strength.
I believe orange text indicates that the item is either a key item or is connected to a quest in some way. It's not the rarity like other colors, and legendary items are denoted by yellow/gold text.
What you can also do, for the Owlbear, if you're not confident in beating it, or don't want to feel sad for killing it. Once you've met with it and moved away, if you take a long rest and go back, the Goblins will have killed it. Which means you can take the second half of the spear that way.
A quick tip for those going into the forge and will face the boss: upon successfully landing an attack, the boss will single out and focus on that character and apply targetting. To take use of this, position yourself near the center of the area (not directly at its midpoint but where the mold was inserted it looks like a coffin). Lure the boss to the actual center and pull the lever for operating the forge hammer. This will result in a massive hit dealing 100+ damage to the boss. Keep in mind that the boss needs to be exposed to heat from the lava applying the superheated debuff, so you will need to position three party members around the forge. Hope this helps some people out if anyone goes there!
@@jeremyhorner9531 With multiattack and bludgeoning weapons, the boss isn't difficult - just make sure your highest ac character hits it last. Give everyone a potion go haste if you need to.
Or just kill him. If your not playing on tactician and do all "side quests" you are strong enough to just straight up kill him with a decent martial character. I didnt have any bludgeoning and didnt use the hammer, just walked up to him and hit him... It was hard but not crazy at all...
i didnt notice the superheated debuff the first time and fight it just like that, then find it invulnerable as the debuff go away. next time i equiped everyone with blunts and the golem get down in only 1 1/2 turns
The door being knocked down and everyone leaving in the grymforge only happens if you take a long rest. Also you should give the stats of the weapon without including your personal ability modifier on them. For example, sorrow is not a 5-14 dmg weapon. It’s a +1 glaive, and all glaives do 1d10 dmg. Since your stat modifier is +3, it becomes 1d10+4.
You can actually rest once in Grymforge - Nere will reach out to you telepathically. But you can rest. After the second long rest, it will look like in the video.
Don't have to take a rest even. I talked to the gnomes saying that I found the explosives. I went around buying potions for the fight just to come back to the aftermath of one. I tend to use Long Rest sparingly (3 fights/LR) so I'm pretty sure that i didn't take one
@@SplinterInYourEye Yup,other comment confirmed it. Fast travel to another area also counts apparently. Didn't matter, I don't have to use the potions anyway since I barely lose health in the fight
It's vulnerable to bludgeoning damage when super heated, and the mace you can make with the forge during the fight crits against constructs. It's worth considering if you're bringing strong melee fighters
I didn't realize you are supposed to use forge to damage him, so I struggled a lot. Took me 20 health potions and 3 character deaths to get him to 1 hp and finish him off with 45% to hit Crossbow. Ogre summos also helped a lot, they weild bludgeoning weapons.
@@KECKOB920What level? Granted i fought it on Level 5, it's actually quite easy considering all my characters is on 30% health. Potion of Speed is cracked in this game. I forgot until after the fight that the Shatter spell deals double damage
@@KECKOB920I didn't know you needed to kill with the forget on my playthrough he was standing in lava the entire time and me and my friends just bursted him
There's also the Flaming sword in the prologue that the Devil carries when fighting the Mind Flayer at the very last room of the Nautiloid. If you focus him the whole fight, it's possible to take his 2h sword which has pretty high dmg for early levels, and even causes some fire damage. Perfect starting weapon for your character or laezel/karlach.
I will repeat a trick for that fight i read somehwere else: Before entering the room change Shadowhearts spells (you can change prepared spells on the fly from the spell menu in the inventory) so that she has Command and use it to let the Devil drop his weapon on the ground (beware each cast only has a 55% chance to be successful and she only has 2 slots at this stage) pick up the weapon in passing if you do not want to rely on killing him.
When obtaining Shadowheart, you can actually change her spells through the spellbook so that she can use Command: Drop that way you can easily get the blade sooner, plus it makes killing Commander Zalk so much easier
1:52 a little thing, but something you’ll want to get used to. That spear does 4-9 damage for you. The way you express that is that “this is a 1D6 weapon, 1D8 if wielded in two hands.” Your character has a +3 modifier. You don’t include that part when you speak about the weapon. 1D6 is the point of comparison for this as a one handed weapon. 👍
You do this again at 4:12 The staff is just like any other. It’s not a +1 magic item. It’s just a staff. Any staff is 1D6 if used in one hand and 1D8 in two hands. Your character happens to have a negative strength modifier. It’s still a 1D6 versatile weapon. Like a spear or quarter staff. For melee combat you’re better off with the spear you can buy in the Druid village that does the same damage, but gives you advantage after you miss (which means you’re more likely to hit or crit after a miss).
Appreciate you saying this without being insulting/condescending, learning DnD is a big curve and only 1 out of the 3 of us has proper experience with the system but I can't make every video so Hollow & Cotton are doing as best they can as fast as possible.
@@RageGamingVideos no worries, man! It’s a lot to take on! Thanks for the content. I like that this stuff isn’t as relentlessly harping and toxic about anything negative like the Diablo 4 content.
You can get sorrow without completing the quest line. The NPC that is trying to talk sense into Khagra when shes captured the tiefling girl has a stone tablet in his inventory. Enter the room behind them and add it to the pillar that is missing the tablet, it opens the steps under thr big statue and you can go down and loot it.
true, though it's not very obvious if you don't have experience with crpgs. I personally am new to the genre and it took me quite a minute until i noticed this.
yeah i played with 2 of my friends that are not use to it and they were ''oh my bow is better than yours do you want mine?'' but it was 2 shortbows the first friend just had higher dex
I apparently like having a bad time. I took on the three goblin leaders pretty much all at once at level 3 before even finding Halsin (I actually forgot about him and reloaded my save when the people back at the Grove were like "Oh yeah, Halsin showed up!") and before doing pretty much any of the rest of Act 1. Oops. No wonder it was so tough. I remember thinking like, wtf this is normal difficulty!? I ended up getting up in the rafters and jumping around between perches, forcing most of the enemies to have to climb ladders and stuff to get to me. Laezel was the designated shover, Astarion my hybrid ranged/melee assassin who swooped in to gank whatever he could get advantage against, Shadowheart being a dedicated buffer/healer hiding in her Sanctuary spell, and my elf wizard with a +1 longbow and bracers of archery doing a bit of damage and tossing occasional debuffs. All in all it was probably 3+ hours of almost nonstop combat. It was exhausting 🤣
You can obtain Sorrow early if you steal the rune from the guy that would reward you for completing the quest. It will take a bit of waiting for the room to be in proper position, and you may have to talk to Kagha to get her to look the other way, but its possible. Then just put the rune into the slot back where Nettie is, and you can go down. I dont know if Nettie will react, as she had come down with a case of death after my interaction and refusal to agree to her terms.
Mixing Heavy Armor Master (+1 strength and taking -3 from non-magical damage) and the Adamantine Split Armor makes you SO tanky. You'll be 20 AC with a shield AND taking 5 less physical damage AND applies Realing to make you harder to hit. You can rock this armor set most of the game
The Crone Staff was even better in the playtest. Instead of being used once and then needing a short rest it was infinite use but also dealt half of the damage to you. I really liked it because it felt like a cursed item so I loved using it
only one of them is hard imo. You just need to play smart and use the environment ^^ Like the hobgoblin boss destroyed me all the time by knocking my party into the pit. So I did a different approach. I set up an ambush in the room next to him, started the fight with one char, ran back to the ambush room and hit the only entrance with aoe spells like grease and cloud of daggers so that everyone wanting to pass through has a bad time^^
I just did death from above. If you focus fire priestess gut dor ragzlin from the rafters you can kill them without them getting to damage you. If you are high enough level the rest of the enemies are trivial. I only had trouble with minithara because I didn't kill the goblins around her first and she one shotted lazel with divine smite. I made sure the second time around to engage her from enough distance that she wouldnst be able to attack her first turn. Then I just dogpiled her with lazel sh and astarion. It was over before she could get turn 2
For one of the areas in there, you can actually convince the spiders to help you and they are pretty tanky so even if they can't kill the goblins in that part, they are still good at softening them up.
Trying out several different builds atm one that is pretty fun so far is a Human Fighter/ Warlock where you arrange your points to be more warlock(charisma) at start but you start as Fighter class to get a heavy Battle warlock as the end result? With final total being 3 Fighter levels and 9 Warlock levels . Appreciate these videos as there is so much to discover in a BG3 playthru depending how you wanna play
Is that how you're supposed to get Sorrow? Playing a rogue thief, I went in there, read the letter on Nettie's desk that said Rath had the item to enter the secret vault, and then just pickpocketed it off of him. I basically got Sorrow the moment I got to the grove
I just did that myself, haha. Why have a thief if you're not going to use him? Even better, I had my Bard perform so everyone was distracted. It was easy peasy to pickpocket the druid.
At the very end of act 1 in the githyanki creche there is an npc that drops an incredible purple dagger and purple gloves that set dexterity to 18 and give +1 to attack
The Lightning Charge staff instead of the bow is probably the best weapon for Eldritch Blast warlocks throughout Acts 1 and 2, and can easily last through Act 3. The additional lightning damage is a separate damage source so it triggers extra damage from Hex, and is still considered part of Eldritch Blast so it applies bonus damage from Agonizing Blast. In late Act 2 and throughout Act 3 you can just focus on Arcane Acuity/+Spell Attack to make sure you're always hitting and you'll just shred enemies.
Wow. I’m a good ways into act 1 and I thought I would have found most of these and would maybe find a few stragglers. I don’t think I’ve found any of them so far. Yet I’ve found some other things that weren’t mentioned. That just shows there is so much to find in this game, even early on.
An very early weapon that you can obtain for yourself, is the "Eternal Flame's Sword", a two handed greatsword whose stats are: 2d6+Modifier as slash dmg and 1d4 fire dmg, as a bonus it counts as a torch, lighting the dark around you. You can loot it from Commander Zhalk's corpse after killing him before escaping the Nautiloid mind-flayer ship at the start of your campaign. There is also an Steam Achievement("Devil's in the Details") for doing that. If you find difficult to take him down, you can start off with a support class such as Shadowheart's and keep buffing the mind-flayer that is fighting Zhalk and have one of your companions be close to the console, so you can quickly loot the sword from him and escape right after, before his minions spawn and get on your way.
There’s also an act 3 legendary sword you can get from the Gith at the mountain pass if you command drop Voss, grab it and dip. It makes the flaming sword you get from Zhaik seem like a joke.
For nere, if u have a smoke powdered bomb in inventory already, it will give u an option to say that to them instead of talking to the gnome and then throw it at the rock but MAKE SURE EVERYONE IS OUT OF WAY before u shoot the bomb u threw 10:40
Not mentioning the arcane staff made me sad, That Bless enhancment is so much stronger than most other things giving 12.5% average extra chance to hit for party members and 25% for spell attack roles
this staff is currently not working as its description. I treid it out and the extra buff only gives +1d4 to spell attacks and specifically NOT the 1d4 to attacks/saves. I guess they nerfed it and forgot to update the description.
For the Jolt set, you can actually get a tiara from the shop keep in the underdark (spore village) i dont remember its name but it heals you whenever you get jolt charges!
For my fellow way of open hand monks, there's a pair of sparkle gloves that give you lightning charges and do lightning damage with unarmed attacks that you can find on one of the islands south of the blighted village
I picked up a cool item from the Zhent vendor. It's a +1 returning throwable pike! I wield the polearm from the druids. If I need to throw, I let loose, and then the pike reappears in my hands, with the druid polearm in my inventory. It's not super OP or anything, but it is fun
Small mistake I noticed in the vid....The "mould lever" as you call it, is actually the "mould ejection lever." It's for taking the mould out After you craft. To put the mould in you just click the actual rectangle. Also, to add to what you said.....Sadly, you can indeed only craft 2 things with the moulds (I really wish it was 3), and there are a total of 5 moulds in total.
I would suggest to get an Legendary Item, Mace 1 hand by completing Quest line: Find the Blood of Lathander, amazing mace. And then You can combine 3 parts and get: Very Rare 1-hand Blunt Morning Frost, which is also not bad item. Loot by exploring Underdark area. Don't know if some one suggested those, I am to lazy to read all comments :P
In the Nere fight, if you get him to drop his weapon [i used heat metal] Sword of Screams 1d8 piercing + 1d4 Psychic. Only issue is that the second you loot it off the ground, all the gnomes go hostile. I have no idea why. And also if you do that and loot it he cant do his special defense move. sadly you dont get to do it either with the weapon.
Both Adamantine Heay Armor and Medium Armor are really good alone because of the no crits. The shield is also very good. Weapons are waste in my opinion.
People are still sleeping on the Phalar Aluve, a longsword you can find in the underdark. It has an action that adds 1d4 damage to any attack that hits enemies within 20ft of the users. And I do mean "Any". Including your teammates'. And there's no saving throw against the effect, it's an auto-hit. Combine it with the Psychic Spark amulet also found in the Underdark and your lvl 1 spell slot magic missile is auto-hitting 8d4 damage per turn. That's an average of 20. For a lvl 1 spell slot. Oh yeah, and the action from the sword comes back with a short rest
SPOILER!!!!!! ! ! ! ! ! ! ! ! there's a cache of blast powder in the room on the right hand side of the double doors. You'll need some perception check I believe but that's where I found my powder. I also sided with half the dwarf clan to kill Nere and pocket a nice and easy 400g. The downside to this is the gnome girl is not there once I got to her spot.
The damage a weapon does is based off of the stat of the character - so the staff doesn't do 0-7 damage, it does D8 + Str. You are looking at it with a character that has a -1 str modifer, so it does D8-1. Same for the spear in item 1.
So im currently at the part with Nere, and I happen to hoard explosive barrels on Karlach and i used one to free him and if you’re a good person its an unavoidable insanely hard fight
Nere will die if you long rest twice before saving him. Fast traveling from the grim forge will also count as one long rest. The time limit is active the moment you enter the Grymmforge the first time.
3 amazing itens that u can get as soon as you get near the grove are (minor spoilers ahead) : . . . . The guidence amulet , near the secret stash of the harpers (the one near the spiders at mountain) The ring of metamorphosis, give you 1d4 for almost all rolling dices when u are transformed (shapeshift or desguise self), this one is kinda .... bad to get , killing the cows at emerald grove (the small one give u that) The choice on the ogres: if you negociate u can summon them with a horn , if u kill them u can loot the circle of intelect that set you int to 17 (good for that extra boost on arcana check ou spellblade characters)
You can get the flaming sword from the Commander in the prologue fight if you managed to kill him and the armor he wears. You need to do it on explorer or it's way too hard to do on higher difficulties as his hp goes from 105 to 150 and the mind flayer he fights will die sooner since he'll hit harder or more often. Easiest to do it on multiplayer mode because you get to have 4 custom character and have two companions picked up as temporary companions, giving you the advantage of 6 characters over 3.
RNG plays a factor here. I was able to beat him with my monk by toppling him with flurry of bows and having the party surround him for advantage attacks, including the mind flayer, while he was prone. You could also cast command to disarm him if you don’t want to fight
Also, use shadowheart to heal the mind flayer some and use the bonus action shove to move the cambion away from the mind flayer. He will always try to run past you back to the mind flayer letting any characters near him trigger opportunity attacks.
There is also a pretty impressive dagger you can get for you rogue with the Kua Tua , from the stairs going to the arcane tower in the underworld, go the opposite way, jump on the champignons and you have stairs to go down, you will reach the Kua Tua, they are praying a god called "Boual" xD, if you do the right dialogue, he can give you a impressive blue dagger with a really nice buf on it, i'll let you check by yourself :), there are a lots of other items you didn't mentionned but hey it's part of the game to explore everything ^^
10:11 if you use speak with animals, talk to the Deep Rothé that are in the area, and kill the dwarves and gnomes that are mining the rock they can be convinced to break the rock for you. I did this and ended up saving the runepowder for a really tough fight later on.
If you leave Nere for too long he'll die and everyone disappears. Luckily I actually looted a bomb very early in the game, I think on the crashed ship where you land from a barrel or one of the corpses and was able to use that to clear the rubble. But I hate slavery so I just killed the dwarves.
@@upotheke What's great about that fight is you can attack and kill the other dwarves all over the ruin and combat will just end, it's weird, almost cheesy. But I just would sneak attack some and other dialogue would enter combat which didn't make the whole base attack me and by the time I 'freed' Nere, he just attacked me and I don't some decent loot. SPOILER, the fight at the harper's camp to save the cleric, I personally found much tougher, I beat it though.
A super early game greatsword is right in the beginning on the ship. The dude the Mind Flayer is fighting in the last room with the console has a super nice sword, and if you equip Command on Shadowheart, you can make him drop it.
If you side with Minthara and kill the other 2 dudes while telling halsin when you save him to wait there and then betray minthara at the Grove and THEN knock her out not kill her you can still get Sorrow and still can try to get minthara as a companion in Act 2 I believe .
On the Mindflayer ship if you help kill the devil the Mindflayer is fighting you can loot a green item - FLAMING 2-Handed Sword. Everburn Blade 6-19 Damage 2d6+3/slashing +1d6 Fire Greatsword/Two Handed Tactics: I had a party member make their way to the ship control panel and pause there. During this time everyone else I had concentrated all attacks on the devil. Once the devil was dead I looted the blade. I then activated the panel with the party member waiting there to escape. WARNING: Make sure before activating the panel that your AVATAR character (main) has the weapon in their inventory. If you activate the panel and if the weapon is on a party helper's inventory it appears to disappear when you awaken on the beach.
I have not done this myself: I think you can just Prepare Command for Shadowheart and have her tell Zhalk to drop his weapon, them you just pick it up!
1:40 you can also just go to the goblin camp, you'll find the cub there, and when you go back to the cave the goblins will have already killed the owl bear, and you'll also get a few free goblin weapons to sell
The Phalar Aluve can also be found nearby the Selunite outpost. If you run into petrified Drow, you’re going the wrong direction. It’s a long sword that’s perfect for sword and board Paladins that can activate an aura using an action. This aura can debuff enemies or buff nearby allies. This ability is rechargeable per short rest.
The problem you had with the gnomes and Nere all being dead is that once you enter the area a hidden timer starts. You have to clear the rubble quickly, or everyone dies. And you do NOT want that to happen because the gnomes in there are part of a long series of quests given by Wroot - the gnome you find strapped to the windmill and harassed by goblins - hope you didn't kill HIM too, because that borks things up for the Ironhand Gnomes questline as well as removing a vendor with some great items. This game really encourages you to be careful who you kill. It has lots of backups to make sure you don't absolutely break the storyline, but you can lock yourself out of quests and items pretty easily by killing the wrong person.
This is great advice if you are a PC player but unfortunately I can find no information on how to combine items on console. So remaking any of these broken items isn’t possible for me.
Just a heads up about the sentient amulet, it may not be necessary to fight the elemental. My party strolled right in there without stealth, saw the big guy and got concerned, but I didn’t attack it and it never aggrod us. Just waltzed up and grabbed the amulet and left peacefully 😊
The best choice for the lightning weapon is the staff, because it will give you 2 charges for each projectile of a spell, for example 6 charges from lvl 1 magic missile. Also you can create insane synergy for a lightning mage build in act 1. Get the Watersparkers from chest next to minthara, electrifies water surface and grants 3 charges when starting a turn in electricity, then get The Sparkswall from the bottom of the mage tower in the underdark, makes it so you cant get electrocuted and have resistance to lightning, thus making yourself immune to the electric puddle your boots create. So every turn u start in your puddle u get 3 charges, plus your spells with the staff generate a minimum of 2 more, which means you proc the extra damage every turn. And for hyper optimisation, from a chest on the way to the adamantine forge, you get mage robes: The Protecty Sparkswall, which grants you +1 AC and saving throws when you have lightning charges, aka all the time :) Theres also a tiara that grants you +3 temp hitpoints while having charges but i cant remember where i found it, and 3 hitpoints isnt that great so there are better options. And as an extra very rare purple tip if you want to create a cold dmg build, if you get all three staff pieces from the drows that were searching for the adamantine forge, 1. Next to spectator petrified, 2. In myconoid room behind vines and 3. next to sussur tree, you can combine them to create the Mourning Frost staff, which grants +1 cold damage to all cold spells plus a chance to inflict chilled, and the ray of frost cantrip.
Theres also a blue greatsword you can get a bit north west of the entrance to the underdark if you jump down from the phase spiders.... Need someone proficient in STR or Religion tho.
The “coolest item combo” I have found is a spear that returns to the user once it has been thrown (may have bought the spear, dun remember), and a ring that adds 1-4 dmg to thrown objects. It is a combo that really deals some dmg.
the boots / bow are great, but defo do not use them on a rogue, when you put a medium, Armor piece on you can no longer surprise attack with ranged or melee, ranger works well though or multi classing rogue ranger
1:59 - there are gloves from that set that give a charge on no weapons hand attack very good for monks (and their flurry) that you can find even earlier then the bow.
@@T0ffik1 I got the bracers of defence from the necromancers basement at around level 3. It was a godsend as in real life DnD (well the game irl) the bracers of defence are once of the best items for a monk seeing as they can't wear armour or use shields.
@@nathanthom8176 Still wasnt there, im just about to cross the bridge to there. So it is quite far later into the game, as im lvl 4 by now (and got my bracers around lvl 2/3)
@@T0ffik1 I went to the blighted village at level 3 and it was easy as I had done it over a year ago and remembered most of it. I googled it and the Baldur's gate wiki said it was in there (I started to doubt myself).
Take your Ogre horn and go kill the Gyth when you hit lvl 4. Get the most insane 2hndr in the starting zone and a sweet 1 hander. Then conquer. The 2hndr goes great with any zug zug chr. But Lazael gets more out of it.
My man you have to take the medium armor boots off of Astarion!! Never being able to sneak attack is an insane downside to Rogue's in combat. I understand everyone is having trouble learning all the D&D mechanics, but I'm pulling out my hair watching all these advice videos tell people to put medium armor on a Rogue 💀
I got Sorrow by pickpocketing the drow with the wolf stone, very quick and easy there’s a point where no one looks at him so you can sneak while he’s in his chair, I raided the grove after
between the halflings to his right, kagha, and his wolf it is not that easy as some make it lol depends where ur at in teh game I suppose..and if u talk to kagha or other npcs to try it in the right moment
the quest that gives the 3 weapons with lightening charges, the best option is the staff, when you use spells that dmg many times you get more charges, like magic missile. scorch ray or fireball
Combo that with the item that adds an extra bolt to magic missile and you're off to the races. At higher levels it can also combo nicely with Eldritch Blast if you don't wanna long-rest spam and conserve some spell slots. Noticed this combo aswell when it started triggering every round when I was spamming some Magic Missiles XD
Do the Adamantine items survive in the sunlight? In BG2 all your underdark items dissolve after returning to the surface, wondering if that's the case here as well...
For the Jolt thing - I remember there were 3 or 4 different pieces of armor tied to that mechanic in Early Access. Does the launched game only have the boots and weapon now, or were the other pieces just left out here? Edit: Looking it up on a random wiki, seems like they're still in, and the other pieces are also mostly medium armor? But this info may be outdated. You don't HAVE to use these on Astarion to get the bonus action Dash. You can stack these items onto Shadowheart, or maybe onto your own Paladin character... and multi-class into Rogue for 3 levels. (Trickery Cleric + Thief or Arcane Trickster Rogue is actually a pretty good build!) So then you could have the Dash boots and the trident for generating lightning charges, add in the Sparky Hands (which boosts strength and dex checks if you have charges), Lifebringer circlet (temp hit points when you gain charges), the Blast Pendant (lets you expend the charges with a bonus action to add more damage to your next spell), and the Jolty Vest (causes enemies to become shocked when attacking you, if you have charges). Then finish it off with the Real Sparky Sparkswall shield (which lets you consume 4 charges for a Lightning Aura). Damn, I really hope these are ALL still in the game...
Nere is released dead if you do a long rest while exploring. If you can get the powder and back to Nere without long resting, you can blow the opening and fight him yourself.
Great guide, but I'm shocked *pun intended* you didn't include the single best halberd found yet in the game from the Arcane tower in Underdark. There's also a legendary mace in the chapel near the mountain pass. I appreciate that there are so many crazy items with their own puzzles and quests just in Act 1.
@@Sunflowa the arcane tower is on the bottom left of the underdark map. Get past the turrets and use the mushrooms to enter from the basement. Grab a flower near the basement floor to turn the power on. Butler is on the top floor.
Id recommend not doing the goblin camp with halsin. if you decide to fight the goblins with halsin you need to do all three goblin bosses in one go, if you tell him to wait for you to do yourself you can clear rooms at a time and long rest if you need to.
Regarding Sorrow - pickpockets are your friends. All the druids will feel is Sorrow once you complete the quest and Rath realizes that his pockets are in fact empty.
Surprised you didn't mention the bitter divorce wand. In the emerald Grove find the merchants area and talk to Aunt Ethal and tell her you need her help and she will mark her house on your map go to her house and investigate her fire place. Sneak in when she isn't looking once you've made a successful inspection check on the fire place and in the very very last room past the caged girl there's a wand of bitter divorce. Once you've saved the girl and talk to her she will meet you out by a coffin outside the teahouse.you can talk to her again tell her about the wand resurrect her dead husband and then refuse to give her the wand. You will have a free zombie summon as an action. Great for dealing with lots of low health enemies. Zombies make zombies make zombies
Don't miss our next collection of 10 powerful magic items, weapons & armor you can easily miss in Act 1: ua-cam.com/video/wp5hSJxKaLs/v-deo.html
For a while I was noticing something weird with Astarion when I'd try to sneak attack. It kept saying "can't have disadvantage against target". For a while I thought it was a bug but after noticing that Speedy Lightfeet boots are medium armor, I took them off him and that solved all my problems.
Could you please put timestamps in your videos in the near future?
thanks for the content
While you're saving Halsin, loot the skeletons inside the Worg cage. One of them has a +1 Dagger that gives Disadvantage to all goblins attacking the wielder.
I’d love your channel more if you put some time stamps. Either way, good vid.
Duly noted!
@@RageGamingVideos I reread my comment and realized it came off a bit more dickish than I meant 😂. Sorry, about that, I appreciate the effort you put in to your vids dude.
@@RageGamingVideos Seconded as you can help avoid spoilers, which may bring in even more people
Absolutely this time stamps are so needed! I don't want to many spoilers, but if an item name catches my eye I wanna grab it
They don't add time stamps as an attempt to get more ppl to actually watch the whole video.
If you get the lightning staff from saving the fist, those lightning charges proc on each hit of magic missile. Adding damage to an already guaranteed damage spell.
Does blue dragon sorcerer bloodline charisma bonus to lightning damage apply to that?
@@StorytellerCharm I'm not sure; haven't looked much at sorcerer. Be sure to look at wording. If it says "spell" or something like that; probably not. If it just says "bonus to lightning damage" then maybe.
@@StorytellerCharmno but tempest cleric is able to double at max passive with counter responses of choices in lightning or thunder
thats huge. Silly me I took the bow not seeing the staff procs on spells
Would've been nice if not for the fact that you can get the Arcane Staff from the Arcane Tower.
At the top, you can either befriend or defeat the automaton for a ring that lets you go down to the basement to get a staff that increases your spell save dc and attack rolls by +1. Thats huge
Something to note about the Lightning charge combo, there is a headpiece in the underdark sold by a trader that grant 3 temporary hit points every time you gain a Lightning charge. I just got it last night and haven't had a chance to test it, but I would imagine it is quite good.
There’s also a pair of gloves that grant lightning charges on unarmed melee(?) attacks. They have the insane added passive called Effective Transmitter that grants the following: “while imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage”. On my wood elf gloom stalker ranger I have the boots, gloves, helmet and bow and combined with some feats and other traits I regularly attack with a +11 to hit and Advantage, it is TRULY so much fun
@@flibbitybibbity969 I had a similar setup until I eventually found better gear. Sadly, despite the helm saying it gives temporary hit points every time you gain a charge, they don't stack at all. So you are pretty much stuck with 3 temp HP despite them all coming from the same source.
@@beastslayer8729 Temp hit points never stack. It's always the source with the highest amount that is used
@@christopherbelanger6612 Yeah I know, I just forgot until I actually tried the build. It's not as strong as I had originally imagined.
@@flibbitybibbity969Heres the more insane part. That gloves is bugged. More like they determined that throwing weapons counts as melee attack.
I build a Berserker with the Tavern Brawler paired with another bug where they decided that throwing the Returning Pike deals damage from two instances (the head and the shaft) while also equipped with the throwing ring; I'm dealing way more than what my level allows to
Just a tip: work with dies instead of x~x damage. This values depends on your stats, and weapon dies are fixed
Very important!
I was going to point that out, it was bugging me lol
@artuXlogin Im totally new to this whole DnD kind of rpg. Would u care to explain what u mean? It would be very helpful
@noppis every weapon, spell and throwable has a damage value (usually seen in the description of the item) the damage values will always be a #D# type. For example a dagger is 1D4 damage plus a corresponding stat attribute. Usually Strength for Melee, Dexterity for Ranged. So the damage ranges for a weapon are usually a dice roll plus your stat. For a large weapon it could be 1D12+strength instead of saying 1-12 it would be better to say 1d12+STR since not everyone is going to have the same strength.
Fun fact: you can pickpocket the stone slab off of Rath and get the sorrow super early. It makes the fort much easier if you’re trying to rush it.
Was coming here to comment that!
Oh dude awesome haha I didn’t even see this I already commented, faster to the draw XD
Then when he goes to give you a reward he finds it missing and eyeballs you funny lol.
I believe orange text indicates that the item is either a key item or is connected to a quest in some way. It's not the rarity like other colors, and legendary items are denoted by yellow/gold text.
Yeah, that's why you can't vendor the Staff of crone
What you can also do, for the Owlbear, if you're not confident in beating it, or don't want to feel sad for killing it. Once you've met with it and moved away, if you take a long rest and go back, the Goblins will have killed it. Which means you can take the second half of the spear that way.
Good tip!
I shrunk it and killed it in like 2 hits
jeez i thought the spear parts were rubbish after everyone involved was dead... sold them lmao.
@@stonaraptor8196 go back to the pperson you sold itt to and buy it back
I killed the Owlbear with my Ranger's "Speak with Animals" on... I felt so bad for the cub that I reloaded and let the goblins do it.
A quick tip for those going into the forge and will face the boss: upon successfully landing an attack, the boss will single out and focus on that character and apply targetting. To take use of this, position yourself near the center of the area (not directly at its midpoint but where the mold was inserted it looks like a coffin). Lure the boss to the actual center and pull the lever for operating the forge hammer. This will result in a massive hit dealing 100+ damage to the boss. Keep in mind that the boss needs to be exposed to heat from the lava applying the superheated debuff, so you will need to position three party members around the forge. Hope this helps some people out if anyone goes there!
Bludgeoning damage is also really good for this boss. Everything else is near useless tbh
@@jeremyhorner9531 With multiattack and bludgeoning weapons, the boss isn't difficult - just make sure your highest ac character hits it last. Give everyone a potion go haste if you need to.
Or just kill him. If your not playing on tactician and do all "side quests" you are strong enough to just straight up kill him with a decent martial character. I didnt have any bludgeoning and didnt use the hammer, just walked up to him and hit him... It was hard but not crazy at all...
i didnt notice the superheated debuff the first time and fight it just like that, then find it invulnerable as the debuff go away. next time i equiped everyone with blunts and the golem get down in only 1 1/2 turns
Does it resist force damage or any other kind of magic?
The door being knocked down and everyone leaving in the grymforge only happens if you take a long rest. Also you should give the stats of the weapon without including your personal ability modifier on them. For example, sorrow is not a 5-14 dmg weapon. It’s a +1 glaive, and all glaives do 1d10 dmg. Since your stat modifier is +3, it becomes 1d10+4.
You can actually rest once in Grymforge - Nere will reach out to you telepathically. But you can rest. After the second long rest, it will look like in the video.
Don't have to take a rest even. I talked to the gnomes saying that I found the explosives. I went around buying potions for the fight just to come back to the aftermath of one.
I tend to use Long Rest sparingly (3 fights/LR) so I'm pretty sure that i didn't take one
@@weedweeb9211 Probably fast traveling out of the zone triggered it then.
@@SplinterInYourEye Yup,other comment confirmed it. Fast travel to another area also counts apparently. Didn't matter, I don't have to use the potions anyway since I barely lose health in the fight
FYI: For the Grimm fight in the forge there is a achievement for NOT using the hammer and killing him straight up.
It's vulnerable to bludgeoning damage when super heated, and the mace you can make with the forge during the fight crits against constructs. It's worth considering if you're bringing strong melee fighters
I didn't realize you are supposed to use forge to damage him, so I struggled a lot. Took me 20 health potions and 3 character deaths to get him to 1 hp and finish him off with 45% to hit Crossbow. Ogre summos also helped a lot, they weild bludgeoning weapons.
@@KECKOB920yikes at least you got the achievement
@@KECKOB920What level? Granted i fought it on Level 5, it's actually quite easy considering all my characters is on 30% health. Potion of Speed is cracked in this game. I forgot until after the fight that the Shatter spell deals double damage
@@KECKOB920I didn't know you needed to kill with the forget on my playthrough he was standing in lava the entire time and me and my friends just bursted him
There's also the Flaming sword in the prologue that the Devil carries when fighting the Mind Flayer at the very last room of the Nautiloid. If you focus him the whole fight, it's possible to take his 2h sword which has pretty high dmg for early levels, and even causes some fire damage. Perfect starting weapon for your character or laezel/karlach.
I will repeat a trick for that fight i read somehwere else:
Before entering the room change Shadowhearts spells (you can change prepared spells on the fly from the spell menu in the inventory) so that she has Command and use it to let the Devil drop his weapon on the ground (beware each cast only has a 55% chance to be successful and she only has 2 slots at this stage) pick up the weapon in passing if you do not want to rely on killing him.
Killing him will also net you lvl 2 as soon as the fight is over. The Mindflayer has no good loot so not worth risking yourself to kill him.
When obtaining Shadowheart, you can actually change her spells through the spellbook so that she can use Command: Drop that way you can easily get the blade sooner, plus it makes killing Commander Zalk so much easier
1:52 a little thing, but something you’ll want to get used to. That spear does 4-9 damage for you. The way you express that is that “this is a 1D6 weapon, 1D8 if wielded in two hands.”
Your character has a +3 modifier. You don’t include that part when you speak about the weapon. 1D6 is the point of comparison for this as a one handed weapon.
👍
You do this again at 4:12
The staff is just like any other. It’s not a +1 magic item. It’s just a staff. Any staff is 1D6 if used in one hand and 1D8 in two hands.
Your character happens to have a negative strength modifier.
It’s still a 1D6 versatile weapon. Like a spear or quarter staff.
For melee combat you’re better off with the spear you can buy in the Druid village that does the same damage, but gives you advantage after you miss (which means you’re more likely to hit or crit after a miss).
4:58 this is a 1D10 weapon with a +1 enchantment.
I came here to say this. It was bugging me.
Appreciate you saying this without being insulting/condescending, learning DnD is a big curve and only 1 out of the 3 of us has proper experience with the system but I can't make every video so Hollow & Cotton are doing as best they can as fast as possible.
@@RageGamingVideos no worries, man! It’s a lot to take on!
Thanks for the content. I like that this stuff isn’t as relentlessly harping and toxic about anything negative like the Diablo 4 content.
You can get sorrow without completing the quest line. The NPC that is trying to talk sense into Khagra when shes captured the tiefling girl has a stone tablet in his inventory. Enter the room behind them and add it to the pillar that is missing the tablet, it opens the steps under thr big statue and you can go down and loot it.
Name is Rath
This is a really nice video, but i will say that reading out the damage on weapons isn't that useful as it is depended on the wielder's stats.
true, though it's not very obvious if you don't have experience with crpgs. I personally am new to the genre and it took me quite a minute until i noticed this.
yeah i played with 2 of my friends that are not use to it and they were ''oh my bow is better than yours do you want mine?'' but it was 2 shortbows the first friend just had higher dex
I apparently like having a bad time. I took on the three goblin leaders pretty much all at once at level 3 before even finding Halsin (I actually forgot about him and reloaded my save when the people back at the Grove were like "Oh yeah, Halsin showed up!") and before doing pretty much any of the rest of Act 1. Oops.
No wonder it was so tough. I remember thinking like, wtf this is normal difficulty!? I ended up getting up in the rafters and jumping around between perches, forcing most of the enemies to have to climb ladders and stuff to get to me. Laezel was the designated shover, Astarion my hybrid ranged/melee assassin who swooped in to gank whatever he could get advantage against, Shadowheart being a dedicated buffer/healer hiding in her Sanctuary spell, and my elf wizard with a +1 longbow and bracers of archery doing a bit of damage and tossing occasional debuffs.
All in all it was probably 3+ hours of almost nonstop combat. It was exhausting 🤣
dude I did that shit at level 4 with the ogres helping me and it was still close. tactician difficulty
You can obtain Sorrow early if you steal the rune from the guy that would reward you for completing the quest. It will take a bit of waiting for the room to be in proper position, and you may have to talk to Kagha to get her to look the other way, but its possible. Then just put the rune into the slot back where Nettie is, and you can go down. I dont know if Nettie will react, as she had come down with a case of death after my interaction and refusal to agree to her terms.
or you can just cast fog cloud and blind everyone from seeing you pickpocket. just make sure to quicksave and use turn base mode
You can also have a bard (or someone with musical proficency) perform and distract everyone for a safer pickpocket attempt
Mixing Heavy Armor Master (+1 strength and taking -3 from non-magical damage) and the Adamantine Split Armor makes you SO tanky. You'll be 20 AC with a shield AND taking 5 less physical damage AND applies Realing to make you harder to hit.
You can rock this armor set most of the game
Glad I didn't miss any of these. Been watching TONS of videos about this kinda thing since I started playing. Love the channel, stay awesome
The Crone Staff was even better in the playtest. Instead of being used once and then needing a short rest it was infinite use but also dealt half of the damage to you. I really liked it because it felt like a cursed item so I loved using it
Thanks! I’m stuck at the Goblins’ camp and need some better weapons to defeat all those Goblin bosses.
only one of them is hard imo. You just need to play smart and use the environment ^^ Like the hobgoblin boss destroyed me all the time by knocking my party into the pit. So I did a different approach. I set up an ambush in the room next to him, started the fight with one char, ran back to the ambush room and hit the only entrance with aoe spells like grease and cloud of daggers so that everyone wanting to pass through has a bad time^^
I just did death from above. If you focus fire priestess gut dor ragzlin from the rafters you can kill them without them getting to damage you. If you are high enough level the rest of the enemies are trivial. I only had trouble with minithara because I didn't kill the goblins around her first and she one shotted lazel with divine smite. I made sure the second time around to engage her from enough distance that she wouldnst be able to attack her first turn. Then I just dogpiled her with lazel sh and astarion. It was over before she could get turn 2
all 3 can be killed using the environment and/or dialogue
It's really fun to make Astarion hide next to a doorway and when an enemy tries to run through, he gets a free opportunity attack :D
For one of the areas in there, you can actually convince the spiders to help you and they are pretty tanky so even if they can't kill the goblins in that part, they are still good at softening them up.
Trying out several different builds atm one that is pretty fun so far is a Human Fighter/ Warlock where you arrange your points to be more warlock(charisma) at start but you start as Fighter class to get a heavy Battle warlock as the end result? With final total being 3 Fighter levels and 9 Warlock levels . Appreciate these videos as there is so much to discover in a BG3 playthru depending how you wanna play
If you use sleight of hand at all, the gloves of thievery from the Zhent are a must!
Is that how you're supposed to get Sorrow? Playing a rogue thief, I went in there, read the letter on Nettie's desk that said Rath had the item to enter the secret vault, and then just pickpocketed it off of him. I basically got Sorrow the moment I got to the grove
Same lol
I just did that myself, haha. Why have a thief if you're not going to use him? Even better, I had my Bard perform so everyone was distracted. It was easy peasy to pickpocket the druid.
Yep, was just coming to say this is how I got it. Good job!!
At the very end of act 1 in the githyanki creche there is an npc that drops an incredible purple dagger and purple gloves that set dexterity to 18 and give +1 to attack
I've played over 100 hours of this game, but when I see videos like this one, I feel like I haven't even scratched the surface!
The Lightning Charge staff instead of the bow is probably the best weapon for Eldritch Blast warlocks throughout Acts 1 and 2, and can easily last through Act 3. The additional lightning damage is a separate damage source so it triggers extra damage from Hex, and is still considered part of Eldritch Blast so it applies bonus damage from Agonizing Blast. In late Act 2 and throughout Act 3 you can just focus on Arcane Acuity/+Spell Attack to make sure you're always hitting and you'll just shred enemies.
Wow. I’m a good ways into act 1 and I thought I would have found most of these and would maybe find a few stragglers. I don’t think I’ve found any of them so far. Yet I’ve found some other things that weren’t mentioned. That just shows there is so much to find in this game, even early on.
An very early weapon that you can obtain for yourself, is the "Eternal Flame's Sword", a two handed greatsword whose stats are: 2d6+Modifier as slash dmg and 1d4 fire dmg, as a bonus it counts as a torch, lighting the dark around you.
You can loot it from Commander Zhalk's corpse after killing him before escaping the Nautiloid mind-flayer ship at the start of your campaign. There is also an Steam Achievement("Devil's in the Details") for doing that.
If you find difficult to take him down, you can start off with a support class such as Shadowheart's and keep buffing the mind-flayer that is fighting Zhalk and have one of your companions be close to the console, so you can quickly loot the sword from him and escape right after, before his minions spawn and get on your way.
Or you can simply make Shadowheart to cast Command Drop on him to drop the weapon.
There’s also an act 3 legendary sword you can get from the Gith at the mountain pass if you command drop Voss, grab it and dip. It makes the flaming sword you get from Zhaik seem like a joke.
For nere, if u have a smoke powdered bomb in inventory already, it will give u an option to say that to them instead of talking to the gnome and then throw it at the rock but MAKE SURE EVERYONE IS OUT OF WAY before u shoot the bomb u threw 10:40
Not mentioning the arcane staff made me sad, That Bless enhancment is so much stronger than most other things giving 12.5% average extra chance to hit for party members and 25% for spell attack roles
this staff is currently not working as its description. I treid it out and the extra buff only gives +1d4 to spell attacks and specifically NOT the 1d4 to attacks/saves. I guess they nerfed it and forgot to update the description.
For the Jolt set, you can actually get a tiara from the shop keep in the underdark (spore village) i dont remember its name but it heals you whenever you get jolt charges!
the hideout under the town also has a trader you can get a chest piece from that does lightning dmg to attackers as well
i think you HAVE to buy the artist to get it tho, i think thats what triggered it, (so basically selling the iron flask and owlbear egg)
For my fellow way of open hand monks, there's a pair of sparkle gloves that give you lightning charges and do lightning damage with unarmed attacks that you can find on one of the islands south of the blighted village
I picked up a cool item from the Zhent vendor. It's a +1 returning throwable pike! I wield the polearm from the druids. If I need to throw, I let loose, and then the pike reappears in my hands, with the druid polearm in my inventory. It's not super OP or anything, but it is fun
Small mistake I noticed in the vid....The "mould lever" as you call it, is actually the "mould ejection lever." It's for taking the mould out After you craft. To put the mould in you just click the actual rectangle.
Also, to add to what you said.....Sadly, you can indeed only craft 2 things with the moulds (I really wish it was 3), and there are a total of 5 moulds in total.
I would suggest to get an Legendary Item, Mace 1 hand by completing Quest line: Find the Blood of Lathander, amazing mace. And then You can combine 3 parts and get: Very Rare 1-hand Blunt Morning Frost, which is also not bad item. Loot by exploring Underdark area. Don't know if some one suggested those, I am to lazy to read all comments :P
In the Nere fight, if you get him to drop his weapon [i used heat metal] Sword of Screams 1d8 piercing + 1d4 Psychic. Only issue is that the second you loot it off the ground, all the gnomes go hostile. I have no idea why. And also if you do that and loot it he cant do his special defense move. sadly you dont get to do it either with the weapon.
Both Adamantine Heay Armor and Medium Armor are really good alone because of the no crits. The shield is also very good. Weapons are waste in my opinion.
What does the shield do
People are still sleeping on the Phalar Aluve, a longsword you can find in the underdark. It has an action that adds 1d4 damage to any attack that hits enemies within 20ft of the users. And I do mean "Any". Including your teammates'. And there's no saving throw against the effect, it's an auto-hit. Combine it with the Psychic Spark amulet also found in the Underdark and your lvl 1 spell slot magic missile is auto-hitting 8d4 damage per turn. That's an average of 20. For a lvl 1 spell slot.
Oh yeah, and the action from the sword comes back with a short rest
Man I have sorrow and hadn't used the whip feature yet because I didnt know what it did.
Vision of absolute makes the spider fight so much easier.
I saw a streamer do the Nere thing and it was extremely different from what you described
I love how many options you get in BG3
SPOILER!!!!!!
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there's a cache of blast powder in the room on the right hand side of the double doors. You'll need some perception check I believe but that's where I found my powder. I also sided with half the dwarf clan to kill Nere and pocket a nice and easy 400g. The downside to this is the gnome girl is not there once I got to her spot.
The damage a weapon does is based off of the stat of the character - so the staff doesn't do 0-7 damage, it does D8 + Str. You are looking at it with a character that has a -1 str modifer, so it does D8-1. Same for the spear in item 1.
So im currently at the part with Nere, and I happen to hoard explosive barrels on Karlach and i used one to free him and if you’re a good person its an unavoidable insanely hard fight
Nere will die if you long rest twice before saving him. Fast traveling from the grim forge will also count as one long rest. The time limit is active the moment you enter the Grymmforge the first time.
This explains a lot thanks lol
3 amazing itens that u can get as soon as you get near the grove are (minor spoilers ahead) :
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The guidence amulet , near the secret stash of the harpers (the one near the spiders at mountain)
The ring of metamorphosis, give you 1d4 for almost all rolling dices when u are transformed (shapeshift or desguise self), this one is kinda .... bad to get , killing the cows at emerald grove (the small one give u that)
The choice on the ogres: if you negociate u can summon them with a horn , if u kill them u can loot the circle of intelect that set you int to 17 (good for that extra boost on arcana check ou spellblade characters)
You can get the flaming sword from the Commander in the prologue fight if you managed to kill him and the armor he wears.
You need to do it on explorer or it's way too hard to do on higher difficulties as his hp goes from 105 to 150 and the mind flayer he fights will die sooner since he'll hit harder or more often.
Easiest to do it on multiplayer mode because you get to have 4 custom character and have two companions picked up as temporary companions, giving you the advantage of 6 characters over 3.
RNG plays a factor here. I was able to beat him with my monk by toppling him with flurry of bows and having the party surround him for advantage attacks, including the mind flayer, while he was prone. You could also cast command to disarm him if you don’t want to fight
Also, use shadowheart to heal the mind flayer some and use the bonus action shove to move the cambion away from the mind flayer. He will always try to run past you back to the mind flayer letting any characters near him trigger opportunity attacks.
There is also a pretty impressive dagger you can get for you rogue with the Kua Tua , from the stairs going to the arcane tower in the underworld, go the opposite way, jump on the champignons and you have stairs to go down, you will reach the Kua Tua, they are praying a god called "Boual" xD, if you do the right dialogue, he can give you a impressive blue dagger with a really nice buf on it, i'll let you check by yourself :), there are a lots of other items you didn't mentionned but hey it's part of the game to explore everything ^^
Thanks for the early-warning I'll come back to this video after I have searched for it myself
10:11 if you use speak with animals, talk to the Deep Rothé that are in the area, and kill the dwarves and gnomes that are mining the rock they can be convinced to break the rock for you. I did this and ended up saving the runepowder for a really tough fight later on.
If you leave Nere for too long he'll die and everyone disappears. Luckily I actually looted a bomb very early in the game, I think on the crashed ship where you land from a barrel or one of the corpses and was able to use that to clear the rubble. But I hate slavery so I just killed the dwarves.
I got Nere out and ended up having to fight him and dwarves at lv. 4. Hardest fight in the game so far.
@@upotheke What's great about that fight is you can attack and kill the other dwarves all over the ruin and combat will just end, it's weird, almost cheesy. But I just would sneak attack some and other dialogue would enter combat which didn't make the whole base attack me and by the time I 'freed' Nere, he just attacked me and I don't some decent loot. SPOILER, the fight at the harper's camp to save the cleric, I personally found much tougher, I beat it though.
It's not "Too long" it's specifically if you go back to camp to rest. As long as you don't rest you can take as much time as you need.
@@philjay4283 I camped and was fine, travel was the actual problem, if you left the underdark, for instance.
Use the damage die of the weapon when describing damage, since people's modifiers can be different
A super early game greatsword is right in the beginning on the ship. The dude the Mind Flayer is fighting in the last room with the console has a super nice sword, and if you equip Command on Shadowheart, you can make him drop it.
You can pickpocket the tablet thing from Rath if you have high stealth/sleight of handand grt sorrow earlier
Awesome video as usual. If you want to get sorrow early you can just pick pocket Rath, and go in the basement and pick the weapon up.
If you side with Minthara and kill the other 2 dudes while telling halsin when you save him to wait there and then betray minthara at the Grove and THEN knock her out not kill her you can still get Sorrow and still can try to get minthara as a companion in Act 2 I believe .
On the Mindflayer ship if you help kill the devil the Mindflayer is fighting you can loot a green item - FLAMING 2-Handed Sword.
Everburn Blade
6-19 Damage
2d6+3/slashing
+1d6 Fire
Greatsword/Two Handed
Tactics:
I had a party member make their way to the ship control panel and pause there. During this time everyone else I had concentrated all attacks on the devil. Once the devil was dead I looted the blade. I then activated the panel with the party member waiting there to escape.
WARNING: Make sure before activating the panel that your AVATAR character (main) has the weapon in their inventory. If you activate the panel and if the weapon is on a party helper's inventory it appears to disappear when you awaken on the beach.
I have not done this myself: I think you can just Prepare Command for Shadowheart and have her tell Zhalk to drop his weapon, them you just pick it up!
Yes you can then the commander does wet noodle dmg and you can kill him easy
1:40 you can also just go to the goblin camp, you'll find the cub there, and when you go back to the cave the goblins will have already killed the owl bear, and you'll also get a few free goblin weapons to sell
The Phalar Aluve can also be found nearby the Selunite outpost. If you run into petrified Drow, you’re going the wrong direction.
It’s a long sword that’s perfect for sword and board Paladins that can activate an aura using an action. This aura can debuff enemies or buff nearby allies. This ability is rechargeable per short rest.
Thanks for the tip with Grym! I tried so many parties to beat him except I never thought of bringing him under the forge itself😅
Sorrow is the weapon i always snag first on any playthrough. Just pickpocket Rath and get that amazing thing at level 2-3 :D
The problem you had with the gnomes and Nere all being dead is that once you enter the area a hidden timer starts. You have to clear the rubble quickly, or everyone dies. And you do NOT want that to happen because the gnomes in there are part of a long series of quests given by Wroot - the gnome you find strapped to the windmill and harassed by goblins - hope you didn't kill HIM too, because that borks things up for the Ironhand Gnomes questline as well as removing a vendor with some great items. This game really encourages you to be careful who you kill. It has lots of backups to make sure you don't absolutely break the storyline, but you can lock yourself out of quests and items pretty easily by killing the wrong person.
This is great advice if you are a PC player but unfortunately I can find no information on how to combine items on console. So remaking any of these broken items isn’t possible for me.
Just a heads up about the sentient amulet, it may not be necessary to fight the elemental. My party strolled right in there without stealth, saw the big guy and got concerned, but I didn’t attack it and it never aggrod us. Just waltzed up and grabbed the amulet and left peacefully 😊
What helmet do you have on your paladin and where do you get it?
The best choice for the lightning weapon is the staff, because it will give you 2 charges for each projectile of a spell, for example 6 charges from lvl 1 magic missile. Also you can create insane synergy for a lightning mage build in act 1.
Get the Watersparkers from chest next to minthara, electrifies water surface and grants 3 charges when starting a turn in electricity, then get The Sparkswall from the bottom of the mage tower in the underdark, makes it so you cant get electrocuted and have resistance to lightning, thus making yourself immune to the electric puddle your boots create. So every turn u start in your puddle u get 3 charges, plus your spells with the staff generate a minimum of 2 more, which means you proc the extra damage every turn.
And for hyper optimisation, from a chest on the way to the adamantine forge, you get mage robes: The Protecty Sparkswall, which grants you +1 AC and saving throws when you have lightning charges, aka all the time :) Theres also a tiara that grants you +3 temp hitpoints while having charges but i cant remember where i found it, and 3 hitpoints isnt that great so there are better options.
And as an extra very rare purple tip if you want to create a cold dmg build, if you get all three staff pieces from the drows that were searching for the adamantine forge, 1. Next to spectator petrified, 2. In myconoid room behind vines and 3. next to sussur tree, you can combine them to create the Mourning Frost staff, which grants +1 cold damage to all cold spells plus a chance to inflict chilled, and the ray of frost cantrip.
Theres also a blue greatsword you can get a bit north west of the entrance to the underdark if you jump down from the phase spiders.... Need someone proficient in STR or Religion tho.
This isn't even Act 2 yet. Act 1 of BG3 has more length than those Live Service games disguised as AAA games.
The mace "blood of Larhander" in the mountain pass, might br worth checking into
The “coolest item combo” I have found is a spear that returns to the user once it has been thrown (may have bought the spear, dun remember), and a ring that adds 1-4 dmg to thrown objects. It is a combo that really deals some dmg.
You can later get gloves from the underdark that add another 1d4. Becomes quite silly with tavern brawler as well
@@khaledchoucri1567 haha yeah got those too yesterday
the boots / bow are great, but defo do not use them on a rogue, when you put a medium, Armor piece on you can no longer surprise attack with ranged or melee, ranger works well though or multi classing rogue ranger
Great video thank you!!
No Phalar Aluve? It is decently powerful with 2 strong aura options as well as being very cool lore wise (referencing blade singers of Eilistraee.).
Phalar Aluve was in another video they did :)
Is sorrow better than everburn blade? the blade has more flat damage (2d6+1d4)
I found the pieces of the first item (the spear), but there wasn't any fancy writing on them so I just sold them, not thinking anything.
1:59 - there are gloves from that set that give a charge on no weapons hand attack very good for monks (and their flurry) that you can find even earlier then the bow.
The only pick for an early monk gloves wise is the bracers of defense
@@nathanthom8176 They can be found much later then the bracers i wrote about. The one's im talking about you can find on lvl 3 already
@@T0ffik1 I got the bracers of defence from the necromancers basement at around level 3. It was a godsend as in real life DnD (well the game irl) the bracers of defence are once of the best items for a monk seeing as they can't wear armour or use shields.
@@nathanthom8176 Still wasnt there, im just about to cross the bridge to there. So it is quite far later into the game, as im lvl 4 by now (and got my bracers around lvl 2/3)
@@T0ffik1 I went to the blighted village at level 3 and it was easy as I had done it over a year ago and remembered most of it. I googled it and the Baldur's gate wiki said it was in there (I started to doubt myself).
There is an ice staff yiu can get by looting 3 drow. One near spectator, one in mycocinth village and one near sussar bark tree.
Take your Ogre horn and go kill the Gyth when you hit lvl 4. Get the most insane 2hndr in the starting zone and a sweet 1 hander. Then conquer. The 2hndr goes great with any zug zug chr. But Lazael gets more out of it.
what 2hander?
You dont need to kill all the goblin leaders to access sorrow. Just pickpocket the rune from the druid
My man you have to take the medium armor boots off of Astarion!! Never being able to sneak attack is an insane downside to Rogue's in combat.
I understand everyone is having trouble learning all the D&D mechanics, but I'm pulling out my hair watching all these advice videos tell people to put medium armor on a Rogue 💀
😢 let my dwarf rogue talk with you , but yeah ... a friend put a havy armor on a wiz and could cast , it hurted my soul
My fav is putting armor on monk/barb.
@@bonesluiz if you get medium armor prof from race then that's super different:) love a stocky dwarven Rogue!
That's a good list.
The Adimantite Shield is probably the best thing you can forge btw.
I got Sorrow by pickpocketing the drow with the wolf stone, very quick and easy there’s a point where no one looks at him so you can sneak while he’s in his chair, I raided the grove after
between the halflings to his right, kagha, and his wolf it is not that easy as some make it lol depends where ur at in teh game I suppose..and if u talk to kagha or other npcs to try it in the right moment
the quest that gives the 3 weapons with lightening charges, the best option is the staff, when you use spells that dmg many times you get more charges, like magic missile. scorch ray or fireball
i guess it works with eldritch blast on warlock lv 5 too?
Combo that with the item that adds an extra bolt to magic missile and you're off to the races. At higher levels it can also combo nicely with Eldritch Blast if you don't wanna long-rest spam and conserve some spell slots.
Noticed this combo aswell when it started triggering every round when I was spamming some Magic Missiles XD
Do the Adamantine items survive in the sunlight? In BG2 all your underdark items dissolve after returning to the surface, wondering if that's the case here as well...
yeah, they do, it was specifically Drow gear that disintegrated in sunlight. That may no longer be the case
For the Jolt thing - I remember there were 3 or 4 different pieces of armor tied to that mechanic in Early Access.
Does the launched game only have the boots and weapon now, or were the other pieces just left out here?
Edit: Looking it up on a random wiki, seems like they're still in, and the other pieces are also mostly medium armor? But this info may be outdated.
You don't HAVE to use these on Astarion to get the bonus action Dash. You can stack these items onto Shadowheart, or maybe onto your own Paladin character... and multi-class into Rogue for 3 levels. (Trickery Cleric + Thief or Arcane Trickster Rogue is actually a pretty good build!)
So then you could have the Dash boots and the trident for generating lightning charges, add in the Sparky Hands (which boosts strength and dex checks if you have charges), Lifebringer circlet (temp hit points when you gain charges), the Blast Pendant (lets you expend the charges with a bonus action to add more damage to your next spell), and the Jolty Vest (causes enemies to become shocked when attacking you, if you have charges).
Then finish it off with the Real Sparky Sparkswall shield (which lets you consume 4 charges for a Lightning Aura).
Damn, I really hope these are ALL still in the game...
Nere is released dead if you do a long rest while exploring. If you can get the powder and back to Nere without long resting, you can blow the opening and fight him yourself.
When I went to Waukeen's Rest, everyone in the building was already all dead, I never got a quest at all.
How can you ask Halsin to come with you to the Golen fight?
I defended the Grove but still find it hard to clear the camp
Meanwhile I just had Astarion pickpocket Rath for the tune to access the vault and get Sorrow before even finishing off Kagha.
Great guide, but I'm shocked *pun intended* you didn't include the single best halberd found yet in the game from the Arcane tower in Underdark. There's also a legendary mace in the chapel near the mountain pass. I appreciate that there are so many crazy items with their own puzzles and quests just in Act 1.
Where do you find the halberd? Can’t find the arcane tower
@@Sunflowa the guard drops it
@@Sunflowa the arcane tower is on the bottom left of the underdark map. Get past the turrets and use the mushrooms to enter from the basement. Grab a flower near the basement floor to turn the power on. Butler is on the top floor.
It shocking you to use it seems quite the drawback
@@RageGamingVideos There's a ring in the tower that negates the overload shock and prevents the wearer from being shocked.
Id recommend not doing the goblin camp with halsin. if you decide to fight the goblins with halsin you need to do all three goblin bosses in one go, if you tell him to wait for you to do yourself you can clear rooms at a time and long rest if you need to.
You can also just pickpocket rath for the tome to open the door
Awesome thank you
so dont trade in the speedy boots and choose between armor of uninhibited kushigo or bracing band?
You can just pickpocket the rune to grab sorrow before finishing the quest.
Regarding Sorrow - pickpockets are your friends. All the druids will feel is Sorrow once you complete the quest and Rath realizes that his pockets are in fact empty.
I love it
Would have been nice to know that if you put on the masks it makes your party fight each ither
Surprised you didn't mention the bitter divorce wand. In the emerald Grove find the merchants area and talk to Aunt Ethal and tell her you need her help and she will mark her house on your map go to her house and investigate her fire place. Sneak in when she isn't looking once you've made a successful inspection check on the fire place and in the very very last room past the caged girl there's a wand of bitter divorce. Once you've saved the girl and talk to her she will meet you out by a coffin outside the teahouse.you can talk to her again tell her about the wand resurrect her dead husband and then refuse to give her the wand. You will have a free zombie summon as an action. Great for dealing with lots of low health enemies. Zombies make zombies make zombies