The old woman that want you to acquire an egg in the mountain pass sells a magical cloth armor that has permanent cats grace on it. +2 dex and advantage on all dex checks, permanently on. Its real strong and one of the best items in act 1 excluding the special half exploit sword and such i would argue. The is also the bracers of defense in the alchemist cellar, decrepit village. +2 to AC if you dont have any light/med/heavy armor on and a really solid options for a lot of class builds
There's a necklace sold by the hobgoblin vendor in the underdark that gives the character a free magic missile spell and adds an extra missile to the spell. This means your level 1 magic missile works like a level 2, level 2 like 3, and so on. It's honestly pretty good since you literally can't miss.
At the top of the arcane tower in underdark, you find a chair lying around with a peculiar name involving strength (I forgot what it exactly was). You can destroy the chair to obtain a club which gives you a huge strength boost. This was super helpful for my casters since they don't use melee weapons but high strength means longer jump and larger carry weight.
No way…. There’s another stool of strength somewhere else, pretty sure it’s in act 3. I need to go try and find it now.. thought it was just an Easter egg
@@thepopemichael whats the permanent buff? are you sure I don't think it gives a lasting buff it just sets strength to 21 while you sit on it, goes away when you stand up
Also in act 1, if you combine the 3 icy metal pieces, you get Mourning Frost Staff, which gives you, ray of frost as a cantrip, also gives you "heart of ice" +1 to all cold damage & a chance to inflict your target with chilled.
@@JnEricsonx They are owned by the three drow which know about Grymforge. One of them is mad, accompanied by a vulture like corpse creature, the other one is turned to stone by the Selune landmark and the very last one is found as a reward by the Myconid soberan :)
I know this isn't in Act 1, but in Act 2 there's a morgue just by the house of healing. You can find an Eversight Ring. It says you can't be blinded and I almost sold it until I realized you can fight in Fog and Darkness without being blinded.
yes, that ring is awesome... for great synergy, combine it with a warlock's devil's sight, the helldusk helmet you can find in the house of hope (a3) and the shar version of shadowheart's spear. with all of that, you can cast a "cantrip version" of darkness on your entire party and are immune to it. which means you get advantage on (blinded) melee enemies, while ranged enemies can't hit you.
There is another Item in the beginning (especially for Fighters, Paladins, Barbarians, Karlach and Lae'zel) Simply save Shadowheart in beginning, change one of her spells to Command and then use Command Drop on the Helion Leader that fights the Mind Flayer. If you succeed (Chance is little over 50%) he drops his sword. And he doesn't pick it up, but uses his fists to fight the Mind Flayer. ;) and another personal tip for everyone especially people that still want to play. Put some points into Wisdom. Those that have already played, know why ;)
Another option is throwing the purple barrels on top of the Helion Leader to cover the ground with purple goop and set fire to it to make it explode violently. Need multiple barrels tho and a safe-ish means of starting the fire.
Yeah I figured most people already know of the flaming greatsword so didn’t include it, but it sure is great in early act 1! Edit: didn’t include the silver sword on purpose as it’s a bit cheesy and also makes the game too easy early on, but it sure must feel great to run around with a silver sword for the majority of the game :D
there is a better greatsword in act one that is legandary +3 and does an extra D6 psychic damage. It takes more of a setup to happen but if you have a battlemaster and 2-3 wizards with portent you can easily do it without save scumming. Ranged disarming strike on the githyanki dragon rider gives you a pally/warrior/barb which that feels 3 levels higher especially. It will last you way way longer than any other weapon you can get. He also forgot the legendary mace that gives you 1 cast of a lvl 6 spell per long rest in act 1.
You can actually get the hellriders gloves if you expose Kagha as evil and kill her, then talk to Zevlor about it. There’s a note hidden in a stump in Auntie Ethel’s swamp you need to find that gives you the dialogue option for it.
@@Rwnholbrookisaboss You don't even have to kill her, just expose her plot with the Shadow Druids and defeat them! Zevlor will give you the gloves as long as the Rite of Thorns is stopped, whether you kill Kagha or turn her against the Shadow Druids.
Titan String bow is VERY VERY strong for melee players that have dex gloves. You get it from the Zentirum vendor in act 1. It lets you add your str modifier to damage rolls.
@@DG_427absolutely. My Tav dual wields Knife of the Undermountain King and the Club of Giant Strength, both for powering up the Titanstring bow. At level 6 Swords Bard, with Haste or Fighter 2 for Action Surge, you can Brace as a bonus action and then use Slashing Flourish 4 times for 8 shots in one turn, each with advantage and expanded crit range, with the extra damage from Titanstring and Sharpshooter adding up to a flat ~20 damage per shot in addition to the damage rolls. Most fights can be over immediately.
Phalar aluve and boots of speed are both found very early in the underdark entering from the goblin village. Both can be used the entire game. Jorgorals great sword is also a really good weapon you can find in the underdark.
Don't forget hex for warlocks requires concentration, and also increases damage on attacks to that entity, which is nicely synergistic with the strange conduit ring.
@@ChaosDragusspact of the blade tiefling warlock, cast hold person, then use blade of avernus after hexing them Deals an insane amount of damage, and if they're held by hold person, you can just beat on them if the critical doesn't one shot
If I remember correctly you also get boots that makes you immune to enwebbing from the spider's nest, this means you can have 2 melee characters + ranger's spider spamming infinite web
Those spells are quickly outleveled. And they become little more than an "oh crap" button you'll hardly use because better and more efficient is usually available.
The amulet, whisphering promise and the helldusk gauntles / revivify gauntlets and you have a free aoe non concentration bless, blade ward / resistance on the entire party for 2 turns which is insanely valueable. Most encounters are basically decided in the first 2 turns
Fun fact about the intelect headband, if you convince the ogres to help you , you get a horn to use only works in early act 1, doesn't work in mountain pass or act 2, but if you use it once in act 1, at the end say to him you will give him 1000g instead the next time you summon him, progress game but don't summon him, carry the horn in act 2, sleep a few times he will come back to you to collect the 1000g if you dont give it to him you will get into a fight with all 3, beat them and you get the intelect band and keep the horn to listen to individual dialogue voices. He may also come at your camp in act 1 if you sleep enough and didn't give them any money lol but for me he came to me in my sleep in act 2, a shame he might of had a chance to beat me in act 1 when I was weak, but oh no not in act 2 lol
I just get the horn free via intimidation as a barbarian, summon them to a big fight like the gnolls and let them soften eachother up and kill them after
@@Hyperfoxeye Don't you just loved how crazy diverse this game's choices are? Everyone literally can have a unique experience. OF course there's a limit to that, but the limit is way up high.
Gloves of Thievery are great, advantage on all slight of hand rolls but a little tricky to get, they are surpassed by the The Graceful Cloth which gives a character permanent cat's grace and this cloth armour is just a purchase late in act 1.
Also, never forget doing the 2 mithril items from the forge in act 1. I was using the splint mail version of that armor up until some legendary drops in act 3. Very strong heavy armor that will last for half the game.
@@jeroen92 Phalar Aluve, it is a +1 it has an active to give allies d4 on attacks and saving throws or enemies -d4 on saves and take d4 thunder damage when hit.
@TheSubAtomicHedgehog important part is the d4 buff stacks with bless, applies to every friend in the area, and refreshes on short instead of long rest.
As a spellcaster make damn sure you don't forget to purchase Melfs first staff from the merchants in the underdark - it is the first item in the game that gives you plus one to your spell attack and spell saves. So far is the only weapon I have found that gives plus peletakan spell saves, my necromancer is using it even at level 12 because increasing your spell save d.c. is extremely powerful
Melf's first Staff is great early on, but heading into Act 2 an Act 3 it will be outclassed as there are several other staves that also give bonuses to Spell Save DC, plus extra benefits. If you're still using it at Lvl 12, there should be far better options for you. Take a look at Cazador's staff Woe, for instance.
The Everburn blade you get from the commander in the Illithid ship has been very useful, can just use command to make him drop it and then pick it up off the floor, useful at least deep into act 2, poss further. Best part is you can save shadowheart to pull this off so you can do it any/every run if you want
Sadly the everburn blade is just a greatsword with the fire dip effect permanently on it, so it's no different from carrying a candle around other than one less step.
@@mordiveer5957i tried doing that but as soon as i killed the three leaders the quest got cancelled. Talked to mol afterwards and i could still give her the idol but I didn’t get anything back. Also tried yo pickpocket her but she didn’t have it. Pretty sure this is a bug.
A great item to have, which is not really equippable but applies its effect to you automatically during some dialogue.... Talk to Volo and ask for his help with your tadpole. He'll eventually do some REALLY spine tingling 'surgery' on you... basically removes one of your eyes to get at it. He fails removing the tadpole and effectively destroys one of your eyes, BUT he compensates you with an artifical eye that's magical, and enables you to permanently see invisibility. No more seaks against your protagonist! VERY useful in later Acts! Also, side note... it makes no cosmetic change to your character after, so you don't look weird!
I'm a personal Fan of the "Gloves of Thievery" that you get from the Zhentarim Outpost. Advantage on all Sleight of Hand shecks can more often then not outpace the static +1 you get from the other gloves that also give Bane
Better to use gloves of power and the cat's grace cloth that you get from the woman who wants the gith egg. That way you have both advantage and the +1
Nice to know that other people have both found and determined the same items I am using are powerful. I was unsure as to whether the items I'm currently using are powerful but you have now just confirmed it for me.
Also with Hellrider’s pride. There’s a button in the bottom corner to engage in trade (with pretty much every character) and you can probably get it there.
Caustic Band pays off later when there are some other items that add interaction with Acid. I forget what it's called but I've got a helmet that applies AOE acid to any enemy that takes acid, with the ring it just happens every time
Pretty sure they are gauntlets that cause toxic fumes. Paired them with my caustic band also but use them on a range only character since it affects your people as well.
The Githyanki leader (infront of the broken bridge) has a legendary Gith greatsword that he can be forced to drop.. You do need to catch him before he flies away on the dragon tho so you will need invisibility and not to have Lae'Zel in your party. Also there's the legendary Blood of Lathander mace from the Abbey questline. Ring of Protection from the Mol questline in Druid's grove - stealing the idol.
Not enough people know about the unseen menace thats sold in the githyanki creche. Literally gives you 100% advantage on all attacks. Assiming that you dont miss. So if you miss, the weapon becomes visible for 2 turns. Then.... It just goes back to being invisible.. no downsides... Its fantastic for any melee build that would take great weapon master, but need to rely on other classes to give them advantage. So for example paladins, being able to have your own advantage all the time, as well as great weapon master makes it an absolutely busted combo.
I'm guessing most people don't actually know what invisible does because you have to examine the terms in the weapon's description like twice over just to figure this out. It's honestly an amazing weapon that doesn't get talked about enough, like not only do you get the advantage before you miss, but also it has Extra Reach, and is a throwing weapon. Extra Reach is always nice to have, and it being a throwing weapon makes it a really fun bonded weapon with Eldritch Knight, as if Tavern Brawler throwing builds weren't busted enough already.
There is a staff in the big tower in the underdark that gives your cast of bless double effect. you get to it by killing the robots on top of the tower and equiping the ring the main robot drops. it will reveal a secret button on the elevator leading to the basement where the staff will be.
The "Silver Pendant" is simply awesome! I have it on my Ranger and haven't replaced it with anything else because that one cantrip is just so good. Every single time you (or someone) has a check in a conversation and you can add 1d4 to the roll. Any time you want to disarm traps or open locks you get a free 1d4 to the roll. A lot of people run around with Shadowheart primarily for her Guidance spell but with just this amulet you could leave her in camp and still have all the benefits. Guidance is just the best cantrip in the entire game imo. 😉 Smuggler's Ring is also a permanent addition on my Ranger as she's also my thief-type character in the playthrough (I run with a custom party that has both my Paladin and Ranger character). There's not a single trap or lock that she can't pass; unless you roll a critical fail ofcourse. I was also very fond of those Gloves of Missile Snaring (if that was the name) as they work great at intercepting stuff shot at my Ranger when she's up on high. I may replace them with those Archery gauntlets though as she doesn't do a ton of damage with her longbow; so a flat +2 dmg is always nice. She already uses the Caustic Band. There's also that legendary Silver Sword that you can get. It takes a little to set up (Invisibility and Disarm with a well-placed click to go turnbased) but it is well worth it as it is an awesome sword for Lae'zel (or you if you disguise yourself with a spell or play as a Gith). I had Lae'zel with me during that conversation so I missed out on that sword but I did get a lower-end version of it in the Monestary by killing that Gith captain (the one with the two pets). The Sword of Justice is also a great weapon for a fledgling Paladin as is the Sussur Greatsword. Awesome weapons that you can pick up early and can last you quite a while due to the nice benefits they offer. However, I replaced mine on my Paladin when I got the Blood of Lathander. Man, that mace is pretty awesome and works nicely with either a Paladin or a Cleric. Ofcourse you can get something kinda similar but you need a lvl10 Cleric with Divine Intervention for that (or a henchman that you turn into a lvl10 Cleric and then use the spell just for the weapon). Hellrider's Pride that you can get (or steal?) from Zevlor is also a very nice pair of Gloves for any healer. I respecced my Shadowheart to a Life healer and put all the on-heal items on her. Now every time she casts a heal on any character they get a ton of healing plus a ton of additional buffs as well as cleansing. She's a veritable healing machine now!
It's good on your Tav, but Hunter's Mark is so important for Ranger damage that I'd move the Silver Pendant to someone who never uses Concentration spells outside of a fight. Both Warlock Hex and Ranger Hunter's Mark get cancelled if the character wearing the Pendant casts Guidance. Solution? Give it to Karlach or Lae'zel!
@@sethburdick1061 True, but then I also use my Ranger a lot when sneaking around solo so then that Guidance spell becomes very valuable in trapped/locked areas. 🙂
Unseen Menace, from the same vendor in the Githyanki Creche! I just can't seem to find a good replacement for it, even in late act 2. If you don't dig into it, you might ask "why the hell would I need an invisible pike?" But the actual effect is that, while it's invisible, you get advantage on attack rolls (but you lose it if you miss, for two turns). It's just such an easy way to always have advantage on a fighter with Great Weapons Master and always be dealing insane damage
This is a great video, I don't know how I missed so many of these act 1 items! I always feel like I've checked every nook and cranny and there's so much more to check.
The Blood of Lathander mace. Legendary rarity. You'll have to find the weapons to go on the pedistals to unlock the crest. Without the crest, you'll have to race the clock before the monastery self-destructs. Grease the stuck turnable statue in the creche (same room as the flesh splitter), and read the plaques. One faces east, one faces west, and that opens the path to the mace. Getting though the path, you'll want characters with ranged weapons, and probably also Magic Missile. Destroy the generators for the forcefields, deal with the hostile objects, and go forth to claim the mace. It gives a passive skill that lets it shed light (which blinds fiends and undead), and provides once per long rest casting of Sunbeam, and a form of death ward that will also heal your allies for half the amount it heals you for. As one wiki puts it, the weapon trivializes much of act 2. Dual wielding it offhand with with the Larethian's Wrath (sold by the vendor in the creche), has been a boon to my ranger.
Yeah it was tough to fit all good items in, chose to not include most weapons on purpose as they are kinda neat to find on your own. But hey that’s what comments are for :D
I’m a huge fan of Wapira’s Crown, especially on Ancients Paladins thanks to their healing radiance, but it’s also great for any healing-oriented build. That extra 1d6 self-heal might not sound like a lot, but it can make a huge difference in a tough fight, especially when paired with a bonus action area heal like healing radiance.
The Hellriders Pride gauntlets can actually be traded instead of killing the teifling or waiting until the end of the act. You just have to initiate dialogue and ask to trade and they should be in his inventory.
i got those as a quest reward from Zevlor just make sure you do all the conversations in the grove before leaving the first time and you should end up getting them :p
In the underdark at the arcane tower. The main construct/robot thing at the top has a really powerful halberd. The light of creation which adds lightning damage. Paired with the gloves of belligerent skies(when you deal thunder, lightning or radiant damage you inflict 2 turns of reverberation to the target) is great. the gloves are in the goblin camp as well. This pairing is amazing.
The glowing shield that gives you +8 temp hp once per short rest when you drop under half hp is so universally amazing too. Wild that it’s available as early as the goblin camp.
I honestly think this is slept on, with the club that gives you a 19 str as an option for any ranged character purely because it adds the str mod on TOP of the dex mod, so it's like a free +3 to all your ranged attack
The Gloves of Belligerent Skies in the creche where the Inquisitor boss fight is are really fucking good, but they're stored in a chest that's for some reason marked as empty. It's by the front wall closest to the door. I believe they add on reverberation to enemies hit with lightning/thunder/radiant damage and they're cracked for a tempest or light cleric build Also from the creche vendor, I'm a fan of the Daredevil Gloves that allow you to cast spells while being threatened without receiving a disadvantage penalty. Really good for melee wizards since I'm a fan of going 1 fighter/11 wizard or 2 fighter/10 wizard for heavy armor/shield proficiency plus action surge. It's really helpful for your wizard to be able to stand in the middle of a crowd drawing fire while still being able to spellcast effectively
dual hand crossbows with acid ring, gloves of archery and Sharpshooter (which gives 10 damage with a -5 hit chance) and you'll do an extra 14 damage per shot, and since you fire twice with dual, that's 28 extra damage on hit. And throwing in the cape you get from Dark Urge to stealth after every kill for good measures, which you can also get VERY early in the game. Congratz, you are now an unkillable god, cause the enemies cannot find you :)
the invisible pike from the creche merchant is what i used on my pact of the blade warlock with gwm feat. that plus the helmet that gives arcane acuity on melee hits is insanely good
Ring of elemental infusion is a fantastic item for eldritch knights. I believe it's found in the gith creche on one of the elites or maybe one of the treasure rooms. Dealing elemental damage buffs your weapon with 1d4 elemental damage. At level 7 E Knight you can use a cantrip and follow up With an attack. I've had a lot of success with casting ray of frost and following up with a great weapon. Enemies standing in water or blood have a chance to fall prone when hit with cold damage which can offset the accuracy reduction from "All in".
@@Kek393 I go for versatility and do 4/5 levels of wizard for an assload of spell slots and namely access to the shield spell for ridiculous Frontline capability
@@jamie8703 Yeah I'm just saying that Eldritch Knight is severely underpowered based solely on the fact that the Cantrip + Attack doesn't stack with extra attack.
@@Kek393 yeah there's some serious optimization issues and for some reason every RPG includes 70 useless perks for every 3 useful ones. Also the lack of powerful spells is a problem for me but most enemies in this game go down in a few hits no matter what your build is
There is a very good Maul hidden in Wakeen's Rest. It is contained inside a chest in the same area were you rescue the man trapped under debris. The whole room is on fire and it has very limited visibility, but there is a chest in there with the maul.
I've got a powerful item/combo you can get in Act 1 if you've ever been annoyed at your melee not being able to engage quickly enough. Fleetfingers, which can be found in the Goblin Cache, allow your character to get a free action jump after dashing in combat. You combine this item with Boots of Speed, which gives you Click Heels, a dash you can use as a bonus action like Rogues do. Have a character cast Enhance Leap onto Karlach before combat, have her use Click Heels, and she can basically move a football field and still have her actions available. Pop those annoying casters or archers right at the start of combat. To do the jump, you have to be in combat, and after you dash, you get a new button on the end of your actions list that you have to use instead of the normal Leap.
Staff of Arcane Blessing is bonkers-it essentially doubles the effectiveness of your Bless spell, and if your concentration is broken it actually doesn’t go away and lasts the full 10 turns regardless. Only issue (not really an issue for puissance, just unintuitive) is that it appears to be bugged and doesn’t trigger at all if you try to Bless more than your 4 party members.
there's also a pair of boots the goblin merchant sells that amplifies healing spells just like the whispering promise if you have a cleric in your party, give them the whispering promise, hellrider gloves, boots of comfort, and ring of salving, if you kill off the goblin camp and the leaders, you'll also get that cleric a mace that applied faerie fire on missed attacks, and a light helmet that heals the wearer 1d6 everytime they heal others. grab that safeguard shield that you can get at the grove that gives +2 ac and +1 saving throw, get them in some good armor and you got a cleric that will be hard as hell to kill
As a completionist I hope the map has an exploration guide, like telling you an area is 50% complete or something 😆 but it’s probably going to be tricky given the many possible outcomes you have for each decision you make
@@justaguywithnousername1735 oh man im so glad you commented this, i actually have the quest for nere and the grymforge stuff but i haven’t been to the mountain pass yet, does this mean i should go there first? i think ive done most of the underdark quests
Another insane Gloves is the Sparkle ones. They give an advantage on armored targets when you have lighting charges and its super easy to get those with the Boots that give you lighting from Dash and many other items. its insane in throwing builds because at a certain point you do damage with that lighting! I found the item on the over powered side. as a range Throwing building with pikes etc. It felt SO GOOD! Thanks for video!
WOW and when I thought I had nothing else to learn from Act 1. I never, ever, ever thought about this. Time to talk to all the merchants from Act 1 and try to find those broken spear pieces lol
Oh, and Rangers also can cast Spike Growth which can both nuke lower-level enemies, and provide difficult terrain. So, if you're not playing up the beastmaster angle, there's another good ranger concentration spell.
In the cave next to the smugglers ring, you also find some super op gloves for karlach in one of the boxes on the left (need climbing) they give you 16 hitpoints, when you leave berserkers rage. Very useful on her
so many people have so much troublefinding the smugglers ring if you have the jump spell, just go to where you find the dog scratch and jump across the river its directly across from there in the bushes
For thieving, make sure to get The Graceful Cloth (Cat) sold by Lady Esther in the Mountain Pass. It gives advantage to Dexterity throws, and gives a +2 to your Dexterity score. Combine that with the ring in this video, and you should be stealing from people with ease. She should be near the very first waypoint that you discover when you walk into the region.
In the Gith Inquis chamber in a mundane chest near the entrance are the Gloves of Belligerent Skies, which actually does stay good for most the game, especially if you're doing a radiant damage build or you're using a missile build... they have excellent synergy with the Callous Glow Ring, which basically turns all of your damage into 2 stacks of reverberation if you're using a glowing weapon of any sort, or the light spell on yourself Using these two items with Destructive Wave (rad + thunder dmg) and possibly with the sparkling staff, you really start to do massive reverberation... on a high spell save DC wizard, you're basically a walking flash bang
I cannot recommend enough the Gloves of the Growling Underdog. It's best in slot for so many melee builds for a very long time. The reason it's so great is that the distance at which an enemy can be do to you that the gloves still count as "surrounded" is HUGE. You can be directly adjacent to one enemy with a second enemy about 2 meters behind him--not even withing striking distance of you--and the glove effect will be active, giving you advantage on the first enemy. You can count on one hand the number of notably difficult encounters that you will be fighting only one enemy so these gloves will be active almost all of the time.
I hate myself for this but listening to you speak i started to take notice how you speak amd now you are a quarian... it hit me suddenly and now here we are
I do want to include the weapon you get for defeating Drar Ragzlin or whatever his name is (The HobGoblin who leads the goblins) He has a halberd i believe that adds force damage onto it's attacks and that damage time is almost never negated by anything
May have missed the comment but, the radiant glory helm from Lathander's monastery is amazing on any character that doesn't get hit often. High ac melee or dodge specced rogues for free d4 radiant damage.
Combine it with Luminous Armour, which decreases enemy hit chance when you deal radiant damage. The more they miss, the more radiant damage they take, the more they miss. My Shadowheart is currently Sorc1/Cleric5 and destroys everyone with this combo (alongside Spirit Guardians of course)
Thanks for this, i had most of them already but i had no idea that Whispering Promise and the Smuggler's Ring even existed! These will be very usefull.
A LOT of people are commenting about the Legendary Githyanki sword. A WARNING though (with some spoilers ahead) - this item is meant to be gotten in act three as part of Lae'zel's story. I'm not sure if getting it early will affect that quest. HOWEVER - for some reason when I got this sword before rescuing Halsin and did a long rest, he would die. I tried multiple times in different stages. It may not happen for everyone, perhaps sneaking up there before knowing Halsin even exists would stop this from happening. After rescuing him I did not notice any consequences. As I said, though, I have not progressed Laezels story that far while in possession of it (yet)
everburn blade, 2 handed 2d6+1d4 fire weapon. the damage consistency from 2d6 vs a d12 is really nice and the permanent fire basically means itll be good basically through the entire game.
What :D Everburn is great early not denying that, but it gets outclassed by almost any +1 weapon and beyond. Awesome starting weapon, but going with it for longer than half of act 1 is already a stretch.
Those nightwalker boots are amazing paired with the spiderstep boots with two melee heavy characters in your party. Toss web on a group of enemies and send in both fighters with these boots on.
a little trick for killing 3 orcs is to summon them when or if you fight the goblins in the courtyard, just summon them and run away, this way not only will they reduce the amount of goblins you have to fight but they will always lose due to being outnumbered meaning you can loot them and all the goblins at the same time, win win.
The gloves of thievery give advantage on slight of hand checks, all you have to do is kill the gnolls and save the zhentarim for the merchant at the camp to sell them.
Bane shortsword for Warlock who can use pact weapon. The amulet from the spectator.. The other amulet found in the lava pool next to Grymforge.. There are many more things actually.
pretty much any item that adds a lighting charge as those gives you 3 turns of 1d4 damage, and if you manage to get 5 charges you do 1d8. I prefer the boots where if you dash you get 3 charges but i dont have access to many options. It's very useful when you have a character drawing in the enemy and can burn a turn "charging" it.
This! This is a lifesaver when I didn’t want any rogues, Astarion on my team or making speccing shadowheart for Dex and sleight of hand. Your 4 barbarians can easily lock pick anything!
Gloves of Thievery. A MAZING. Advantage on all sleight of hand checks. All you gotta do is help those lads in trouble on the risen road stay alive in the fight versus the gnolls and lets them get safely to waukeens rest. They become available for trade with.. Brem, i think? the place with the captive painter.
I did act 1 3 times and I didn’t even know you could escort them lol. One of them was such an asshole I didn’t want to help them even tho I was playing a good guy and saved them from the gnolls
Hiya, I made a second part with even more items, including weapons and armors!
ua-cam.com/video/uDkECZ7mvXY/v-deo.html
The dragon rider in the first act has a legendary sword. Shadowheart knows how to get it))
The old woman that want you to acquire an egg in the mountain pass sells a magical cloth armor that has permanent cats grace on it.
+2 dex and advantage on all dex checks, permanently on.
Its real strong and one of the best items in act 1 excluding the special half exploit sword and such i would argue.
The is also the bracers of defense in the alchemist cellar, decrepit village.
+2 to AC if you dont have any light/med/heavy armor on and a really solid options for a lot of class builds
+1 on the Legandary Sword. You use command spell drop weapon on the githyanki dragon rider to get it
In Githanki crash you can get in hidden room and if you have tablet from puzzle, legendary mace - Blood of Lathander
Armor that gives you adv on every dex throw.
Gloves that gives you adv on every open lock throw.
There's a necklace sold by the hobgoblin vendor in the underdark that gives the character a free magic missile spell and adds an extra missile to the spell. This means your level 1 magic missile works like a level 2, level 2 like 3, and so on. It's honestly pretty good since you literally can't miss.
+ The wand You have which adds thunder dmg for every missle. This is crazy!!!
@@piczasso the what?!
@@zombotany3443staff of sparks, I think it’s called?
@@JamesBuggemo I can’t find one by that name and I think I’ve bought all staffs/wands so far 🤔
@@elenalizabeth Spellsparker
The smugglers ring is going to be down down down by the river
At the top of the arcane tower in underdark, you find a chair lying around with a peculiar name involving strength (I forgot what it exactly was). You can destroy the chair to obtain a club which gives you a huge strength boost. This was super helpful for my casters since they don't use melee weapons but high strength means longer jump and larger carry weight.
No way…. There’s another stool of strength somewhere else, pretty sure it’s in act 3. I need to go try and find it now.. thought it was just an Easter egg
I destroyed that chair but didn't realize it dropped a weapon, damn lmao
You can also sit in it once to get a permanent buff on a character
@@thepopemichael whats the permanent buff? are you sure I don't think it gives a lasting buff it just sets strength to 21 while you sit on it, goes away when you stand up
If you don't sit in the chair first, the weapon doesn't drop.@@kinsan89
Also in act 1, if you combine the 3 icy metal pieces, you get Mourning Frost Staff, which gives you, ray of frost as a cantrip, also gives you "heart of ice" +1 to all cold damage & a chance to inflict your target with chilled.
Where u find them again
Where to get them
I got the crystal and the staff part, now I need whatever the hell the third piece is.
@@JnEricsonx They are owned by the three drow which know about Grymforge. One of them is mad, accompanied by a vulture like corpse creature, the other one is turned to stone by the Selune landmark and the very last one is found as a reward by the Myconid soberan :)
@@JnEricsonxone near the selune temple, one near the susser tree and the other in the myciod colony
I know this isn't in Act 1, but in Act 2 there's a morgue just by the house of healing. You can find an Eversight Ring. It says you can't be blinded and I almost sold it until I realized you can fight in Fog and Darkness without being blinded.
yes, that ring is awesome... for great synergy, combine it with a warlock's devil's sight, the helldusk helmet you can find in the house of hope (a3) and the shar version of shadowheart's spear. with all of that, you can cast a "cantrip version" of darkness on your entire party and are immune to it. which means you get advantage on (blinded) melee enemies, while ranged enemies can't hit you.
@@chezeus1672 If only you could get that spear without turning Shadowheart to the dark side...
in act 3, in the steel foundry, you can find the steel watch helmet which does the same thing
There is another Item in the beginning (especially for Fighters, Paladins, Barbarians, Karlach and Lae'zel) Simply save Shadowheart in beginning, change one of her spells to Command and then use Command Drop on the Helion Leader that fights the Mind Flayer. If you succeed (Chance is little over 50%) he drops his sword. And he doesn't pick it up, but uses his fists to fight the Mind Flayer. ;) and another personal tip for everyone especially people that still want to play. Put some points into Wisdom. Those that have already played, know why ;)
Another option is throwing the purple barrels on top of the Helion Leader to cover the ground with purple goop and set fire to it to make it explode violently. Need multiple barrels tho and a safe-ish means of starting the fire.
Yeah I figured most people already know of the flaming greatsword so didn’t include it, but it sure is great in early act 1!
Edit: didn’t include the silver sword on purpose as it’s a bit cheesy and also makes the game too easy early on, but it sure must feel great to run around with a silver sword for the majority of the game :D
"ThOsEE tHAAt haVEEe aLLreaAdy pLAAYyyed, KNOOoW wHy, duuuuUUUUUUHhhhhh". Smh...
I've beaten the game with a total of 240 hours and don't know why the wisdom thing except for things like hold person being Wis saves.
there is a better greatsword in act one that is legandary +3 and does an extra D6 psychic damage. It takes more of a setup to happen but if you have a battlemaster and 2-3 wizards with portent you can easily do it without save scumming. Ranged disarming strike on the githyanki dragon rider gives you a pally/warrior/barb which that feels 3 levels higher especially. It will last you way way longer than any other weapon you can get. He also forgot the legendary mace that gives you 1 cast of a lvl 6 spell per long rest in act 1.
You can actually get the hellriders gloves if you expose Kagha as evil and kill her, then talk to Zevlor about it. There’s a note hidden in a stump in Auntie Ethel’s swamp you need to find that gives you the dialogue option for it.
Interesting info! Gonna try that out, ty!
@@Rwnholbrookisaboss You don't even have to kill her, just expose her plot with the Shadow Druids and defeat them! Zevlor will give you the gloves as long as the Rite of Thorns is stopped, whether you kill Kagha or turn her against the Shadow Druids.
Titan String bow is VERY VERY strong for melee players that have dex gloves. You get it from the Zentirum vendor in act 1. It lets you add your str modifier to damage rolls.
I gave it to Karlach and it's stupidly good lolol.
Also insane with the strength club
My fighter uses that with the archery gloves, he's basically been carrying the party in the underdark lol
@@Kellethorn I gave Astarion the Club of Hill Giant Strength and Titanstring bow. Beast of a combination.
@@DG_427absolutely. My Tav dual wields Knife of the Undermountain King and the Club of Giant Strength, both for powering up the Titanstring bow. At level 6 Swords Bard, with Haste or Fighter 2 for Action Surge, you can Brace as a bonus action and then use Slashing Flourish 4 times for 8 shots in one turn, each with advantage and expanded crit range, with the extra damage from Titanstring and Sharpshooter adding up to a flat ~20 damage per shot in addition to the damage rolls. Most fights can be over immediately.
You don't have to punch or pickpocket him, just talk with him and hit the trade button at the bottom left.
Phalar aluve and boots of speed are both found very early in the underdark entering from the goblin village. Both can be used the entire game. Jorgorals great sword is also a really good weapon you can find in the underdark.
Phalar Aluve is especially rewarding if you're playing a Tempest Cleric and/or worship Eilistraee.
I used the boots of speed literally all game. They stayed on karlacks feet the whole game
All the unique +1 weapons seem kinda obsolete once you gain +2 weapons. With +3 weapons it's not even close.
@@Kalenz1234 yea thats just not true. a lot of the weapon effects outweigh the +1
@@geminirox8635 Like what
Don't forget hex for warlocks requires concentration, and also increases damage on attacks to that entity, which is nicely synergistic with the strange conduit ring.
Just *Weapon Attacks* actually. Eldritch Blasts need not apply. Ranger would love it though!
@@JazzJackrabbit A pact of the blade Warlock would get a lot of use out of it.
@@ChaosDragusspact of the blade tiefling warlock, cast hold person, then use blade of avernus after hexing them
Deals an insane amount of damage, and if they're held by hold person, you can just beat on them if the critical doesn't one shot
Does the strange conduit ring also give a boost to ranged damage? Like bows?
@@popandrewsIt does indeed, my buddy is loving it on his ranger
If I remember correctly you also get boots that makes you immune to enwebbing from the spider's nest, this means you can have 2 melee characters + ranger's spider spamming infinite web
Amulet of restoration is crazy strong. Access to a free healing word and mass healing word per long rest
Those spells are quickly outleveled. And they become little more than an "oh crap" button you'll hardly use because better and more efficient is usually available.
The amulet, whisphering promise and the helldusk gauntles / revivify gauntlets and you have a free aoe non concentration bless, blade ward / resistance on the entire party for 2 turns which is insanely valueable. Most encounters are basically decided in the first 2 turns
Fun fact about the intelect headband, if you convince the ogres to help you , you get a horn to use only works in early act 1, doesn't work in mountain pass or act 2, but if you use it once in act 1, at the end say to him you will give him 1000g instead the next time you summon him, progress game but don't summon him, carry the horn in act 2, sleep a few times he will come back to you to collect the 1000g if you dont give it to him you will get into a fight with all 3, beat them and you get the intelect band and keep the horn to listen to individual dialogue voices.
He may also come at your camp in act 1 if you sleep enough and didn't give them any money lol but for me he came to me in my sleep in act 2, a shame he might of had a chance to beat me in act 1 when I was weak, but oh no not in act 2 lol
I just get the horn free via intimidation as a barbarian, summon them to a big fight like the gnolls and let them soften eachother up and kill them after
@@Hyperfoxeye Don't you just loved how crazy diverse this game's choices are? Everyone literally can have a unique experience. OF course there's a limit to that, but the limit is way up high.
@@deusvlad2.083 yeah the amount of choices is amazing
Gloves of Thievery are great, advantage on all slight of hand rolls but a little tricky to get, they are surpassed by the The Graceful Cloth which gives a character permanent cat's grace and this cloth armour is just a purchase late in act 1.
Also, never forget doing the 2 mithril items from the forge in act 1. I was using the splint mail version of that armor up until some legendary drops in act 3.
Very strong heavy armor that will last for half the game.
yes, I skipped most quest items on purpose but the armors from it are great!
base 2 damage reduction from *all* damage sources is exceptionally good, even if you ignore the critical hit immunity.
Wait, you can make TWO? I thought there is enough ore for only one item.
There are 2 mithril veins in the forge. If you only found one, you can find one more.@@LaukMir
There is another source of mithril, other than the one you find on the way to the forge. I think its near the forge waypoint.
Personally, the finesse longsword in the underdark is so good. It can stay relevant for the entire game.
What is it called? Btw a longsword is only 1d10 it's not much better than a rapier.
@@jeroen92 Phalar Aluve, it is a +1 it has an active to give allies d4 on attacks and saving throws or enemies -d4 on saves and take d4 thunder damage when hit.
@TheSubAtomicHedgehog important part is the d4 buff stacks with bless, applies to every friend in the area, and refreshes on short instead of long rest.
There’s another finesse longsword. The vendor in the crèche has a sword with an aoe attack that is also finesse.
@@IceBloo and she drops it too I believe, in case you kill her without buying :D
As a spellcaster make damn sure you don't forget to purchase Melfs first staff from the merchants in the underdark - it is the first item in the game that gives you plus one to your spell attack and spell saves. So far is the only weapon I have found that gives plus peletakan spell saves, my necromancer is using it even at level 12 because increasing your spell save d.c. is extremely powerful
Melf's first Staff is great early on, but heading into Act 2 an Act 3 it will be outclassed as there are several other staves that also give bonuses to Spell Save DC, plus extra benefits. If you're still using it at Lvl 12, there should be far better options for you. Take a look at Cazador's staff Woe, for instance.
Good vid. Despite knowing the majority of the items already, I've probably missed the Smuggler's ring many times.
The Everburn blade you get from the commander in the Illithid ship has been very useful, can just use command to make him drop it and then pick it up off the floor, useful at least deep into act 2, poss further. Best part is you can save shadowheart to pull this off so you can do it any/every run if you want
Nah most +1 weapons start outperforming everburn blade pretty quickly, but it’s a great weapon for the first couple hours.
@@KainRaRPG If you have a candle and a greatsword or great axe, you basically have the everburn blade. But it's good flavour
Sadly the everburn blade is just a greatsword with the fire dip effect permanently on it, so it's no different from carrying a candle around other than one less step.
@@KazumiKiguma yo its weird I feel like I've read, maybe even typed up that same comment before somewhere
@@Nocturnal9720crazy. Almost like people aren't going to read every comments while providing the same info. Who cares?
Bracers of defense, Ring of protection. Two very decent items from act 1
Ring of Protection seems good but to get it you need to do some story stuff that some people might not wanna deal with the consequences of.
@@IceBloo EH, the consequences are easily mitigated, just do it after stopping the ritual. I value extra ac more than I hate a bit of extra effort.
those are the basic white bitch of items
@@mordiveer5957i tried doing that but as soon as i killed the three leaders the quest got cancelled. Talked to mol afterwards and i could still give her the idol but I didn’t get anything back. Also tried yo pickpocket her but she didn’t have it. Pretty sure this is a bug.
Bracers of Defense are one of the greatest magic items in all of D&D
A great item to have, which is not really equippable but applies its effect to you automatically during some dialogue.... Talk to Volo and ask for his help with your tadpole. He'll eventually do some REALLY spine tingling 'surgery' on you... basically removes one of your eyes to get at it. He fails removing the tadpole and effectively destroys one of your eyes, BUT he compensates you with an artifical eye that's magical, and enables you to permanently see invisibility. No more seaks against your protagonist! VERY useful in later Acts! Also, side note... it makes no cosmetic change to your character after, so you don't look weird!
There is a cosmetic change though, one of your eyes changes color/look. But it looks pretty cool :D
I'm a personal Fan of the "Gloves of Thievery" that you get from the Zhentarim Outpost. Advantage on all Sleight of Hand shecks can more often then not outpace the static +1 you get from the other gloves that also give Bane
Better to use gloves of power and the cat's grace cloth that you get from the woman who wants the gith egg. That way you have both advantage and the +1
Boots of speed from the gnome in the underdark at the Myconoid camp. Dash as a bonus action is amazing on melee characters like Shadowheart or Laezel
Did you just call Shadowheart a melee character? 😭
@@echo2413 beyblade strats. Get her some good ac, maybe war caster, cast spirit guardians, watching things die.
Nice to know that other people have both found and determined the same items I am using are powerful. I was unsure as to whether the items I'm currently using are powerful but you have now just confirmed it for me.
Most of the on heal effects also work when wearer throw a potion of healing letting you mass bless people for example.
Also with Hellrider’s pride. There’s a button in the bottom corner to engage in trade (with pretty much every character) and you can probably get it there.
Just finished my first playthrough of 100+ hours and I never knew you could do that lol
@@GatorBodine1 I found out from an ESO video.
Caustic Band pays off later when there are some other items that add interaction with Acid. I forget what it's called but I've got a helmet that applies AOE acid to any enemy that takes acid, with the ring it just happens every time
Pretty sure they are gauntlets that cause toxic fumes. Paired them with my caustic band also but use them on a range only character since it affects your people as well.
The Githyanki leader (infront of the broken bridge) has a legendary Gith greatsword that he can be forced to drop.. You do need to catch him before he flies away on the dragon tho so you will need invisibility and not to have Lae'Zel in your party.
Also there's the legendary Blood of Lathander mace from the Abbey questline.
Ring of Protection from the Mol questline in Druid's grove - stealing the idol.
for the gith greatsword just get shadowheart to cast command and have a party member invis to pick it up easy W
This can bug out certain parts of the game, soft lock some parts, and/or lock you out of dialogue/scenes later so do this with caution
@@AtownGoodshow top survive this Fight then tho?
@@Zeylo89 have withers at your camp and res your character that picked up. The sword easy
ah ya, good idea, thx@@AtownGoods
Not enough people know about the unseen menace thats sold in the githyanki creche. Literally gives you 100% advantage on all attacks. Assiming that you dont miss. So if you miss, the weapon becomes visible for 2 turns. Then.... It just goes back to being invisible.. no downsides... Its fantastic for any melee build that would take great weapon master, but need to rely on other classes to give them advantage. So for example paladins, being able to have your own advantage all the time, as well as great weapon master makes it an absolutely busted combo.
It's great but would be amazing if they added pikes to polearm master benefits
@@riiiiiiiiiiiiiiiiip it does have polearm master benefits.
I'm guessing most people don't actually know what invisible does because you have to examine the terms in the weapon's description like twice over just to figure this out. It's honestly an amazing weapon that doesn't get talked about enough, like not only do you get the advantage before you miss, but also it has Extra Reach, and is a throwing weapon. Extra Reach is always nice to have, and it being a throwing weapon makes it a really fun bonded weapon with Eldritch Knight, as if Tavern Brawler throwing builds weren't busted enough already.
@@OnionKnightRises Soooooooo what does actually do?
There is a staff in the big tower in the underdark that gives your cast of bless double effect. you get to it by killing the robots on top of the tower and equiping the ring the main robot drops. it will reveal a secret button on the elevator leading to the basement where the staff will be.
You can also read the 3 books on different levels of tower and just talk to the robot and it will give you the ring.
The "Silver Pendant" is simply awesome! I have it on my Ranger and haven't replaced it with anything else because that one cantrip is just so good. Every single time you (or someone) has a check in a conversation and you can add 1d4 to the roll. Any time you want to disarm traps or open locks you get a free 1d4 to the roll. A lot of people run around with Shadowheart primarily for her Guidance spell but with just this amulet you could leave her in camp and still have all the benefits.
Guidance is just the best cantrip in the entire game imo. 😉
Smuggler's Ring is also a permanent addition on my Ranger as she's also my thief-type character in the playthrough (I run with a custom party that has both my Paladin and Ranger character). There's not a single trap or lock that she can't pass; unless you roll a critical fail ofcourse.
I was also very fond of those Gloves of Missile Snaring (if that was the name) as they work great at intercepting stuff shot at my Ranger when she's up on high. I may replace them with those Archery gauntlets though as she doesn't do a ton of damage with her longbow; so a flat +2 dmg is always nice. She already uses the Caustic Band.
There's also that legendary Silver Sword that you can get. It takes a little to set up (Invisibility and Disarm with a well-placed click to go turnbased) but it is well worth it as it is an awesome sword for Lae'zel (or you if you disguise yourself with a spell or play as a Gith). I had Lae'zel with me during that conversation so I missed out on that sword but I did get a lower-end version of it in the Monestary by killing that Gith captain (the one with the two pets).
The Sword of Justice is also a great weapon for a fledgling Paladin as is the Sussur Greatsword. Awesome weapons that you can pick up early and can last you quite a while due to the nice benefits they offer. However, I replaced mine on my Paladin when I got the Blood of Lathander. Man, that mace is pretty awesome and works nicely with either a Paladin or a Cleric. Ofcourse you can get something kinda similar but you need a lvl10 Cleric with Divine Intervention for that (or a henchman that you turn into a lvl10 Cleric and then use the spell just for the weapon).
Hellrider's Pride that you can get (or steal?) from Zevlor is also a very nice pair of Gloves for any healer. I respecced my Shadowheart to a Life healer and put all the on-heal items on her. Now every time she casts a heal on any character they get a ton of healing plus a ton of additional buffs as well as cleansing. She's a veritable healing machine now!
It's good on your Tav, but Hunter's Mark is so important for Ranger damage that I'd move the Silver Pendant to someone who never uses Concentration spells outside of a fight. Both Warlock Hex and Ranger Hunter's Mark get cancelled if the character wearing the Pendant casts Guidance. Solution? Give it to Karlach or Lae'zel!
@@sethburdick1061 True, but then I also use my Ranger a lot when sneaking around solo so then that Guidance spell becomes very valuable in trapped/locked areas. 🙂
great list!! I haven't seen many of these on anyone else's lists of things to miss...thanks for the tips!
Unseen Menace, from the same vendor in the Githyanki Creche! I just can't seem to find a good replacement for it, even in late act 2.
If you don't dig into it, you might ask "why the hell would I need an invisible pike?" But the actual effect is that, while it's invisible, you get advantage on attack rolls (but you lose it if you miss, for two turns).
It's just such an easy way to always have advantage on a fighter with Great Weapons Master and always be dealing insane damage
This is a great video, I don't know how I missed so many of these act 1 items! I always feel like I've checked every nook and cranny and there's so much more to check.
The Blood of Lathander mace. Legendary rarity. You'll have to find the weapons to go on the pedistals to unlock the crest. Without the crest, you'll have to race the clock before the monastery self-destructs. Grease the stuck turnable statue in the creche (same room as the flesh splitter), and read the plaques. One faces east, one faces west, and that opens the path to the mace. Getting though the path, you'll want characters with ranged weapons, and probably also Magic Missile. Destroy the generators for the forcefields, deal with the hostile objects, and go forth to claim the mace. It gives a passive skill that lets it shed light (which blinds fiends and undead), and provides once per long rest casting of Sunbeam, and a form of death ward that will also heal your allies for half the amount it heals you for. As one wiki puts it, the weapon trivializes much of act 2. Dual wielding it offhand with with the Larethian's Wrath (sold by the vendor in the creche), has been a boon to my ranger.
I talk about it in my newest video :)
A great deal of information and no bla bla, very good and dense. By far not all included, underdark is a lot to find.
Yeah it was tough to fit all good items in, chose to not include most weapons on purpose as they are kinda neat to find on your own. But hey that’s what comments are for :D
I’m a huge fan of Wapira’s Crown, especially on Ancients Paladins thanks to their healing radiance, but it’s also great for any healing-oriented build. That extra 1d6 self-heal might not sound like a lot, but it can make a huge difference in a tough fight, especially when paired with a bonus action area heal like healing radiance.
I love the mace that heals you everytime you hit someone use it with barb and you can heal 8 hp every turn
The flind flail! So good
Put that bad boy on Karlach. Rage = 3 attacks per turn + healing on each attack?
She never drops below half hp.
Caustic band also triggers the circlet of synergy as well, very good for bard builds
The Hellriders Pride gauntlets can actually be traded instead of killing the teifling or waiting until the end of the act. You just have to initiate dialogue and ask to trade and they should be in his inventory.
Don't need to kill him, he just got knocked out. But yeah you can get them very easily in all sort of ways.
Another way is redeeming Khaga. For the good news Zevlor will reward you the gloves.
I just pickpocketed him the moment I met him.
You can also just... Pickpocket.
i got those as a quest reward from Zevlor just make sure you do all the conversations in the grove before leaving the first time and you should end up getting them :p
In the underdark at the arcane tower. The main construct/robot thing at the top has a really powerful halberd. The light of creation which adds lightning damage. Paired with the gloves of belligerent skies(when you deal thunder, lightning or radiant damage you inflict 2 turns of reverberation to the target) is great. the gloves are in the goblin camp as well. This pairing is amazing.
Then in act 2 there are some more reverberation synergy items in moonrise towers.
I could never attack Bernard… we’re theatre buddies
@@stumbling_ I clicked the wrong thing. was going to reload but the weapon was amazing
@@joshholmes1372 Does it stack? whats it called?
What about the stun effect, it seems to trigger every time for me
I have played this game for tons of hours and am still learning new things! Thx m8
The glowing shield that gives you +8 temp hp once per short rest when you drop under half hp is so universally amazing too. Wild that it’s available as early as the goblin camp.
Bro not wrong I use it with shadow heart to give her a bit more tankiness in battle so she can focus on healing everyone else
Where in the goblin camp?
@@joshuadixon8510 northeast of the exterior of the camp, in a locked chest on the upper area. (X: -53, Y: 470)
Titansinew longbow from the trader in the zhentarim hideout. Adds strenght modifier to damage. Great as a ranged backup for strenght fighters.
I feel like it doesn’t work the extra dmg is should have doesn’t show up anywhere
I find for strength characters throwing stuff does more damage than range attacks. Karlach can kill Marcus in one turn at the lost inn
@@KrossBillNye If you have Tavern Brawler, yeah it works great to throw things, but you can't use Battlemaster maneuvers when Throwing.
I honestly think this is slept on, with the club that gives you a 19 str as an option for any ranged character purely because it adds the str mod on TOP of the dex mod, so it's like a free +3 to all your ranged attack
The Gloves of Belligerent Skies in the creche where the Inquisitor boss fight is are really fucking good, but they're stored in a chest that's for some reason marked as empty. It's by the front wall closest to the door. I believe they add on reverberation to enemies hit with lightning/thunder/radiant damage and they're cracked for a tempest or light cleric build
Also from the creche vendor, I'm a fan of the Daredevil Gloves that allow you to cast spells while being threatened without receiving a disadvantage penalty. Really good for melee wizards since I'm a fan of going 1 fighter/11 wizard or 2 fighter/10 wizard for heavy armor/shield proficiency plus action surge. It's really helpful for your wizard to be able to stand in the middle of a crowd drawing fire while still being able to spellcast effectively
I use those gloves on my storm sorcerer it’s crazy good
dual hand crossbows with acid ring, gloves of archery and Sharpshooter (which gives 10 damage with a -5 hit chance) and you'll do an extra 14 damage per shot, and since you fire twice with dual, that's 28 extra damage on hit.
And throwing in the cape you get from Dark Urge to stealth after every kill for good measures, which you can also get VERY early in the game.
Congratz, you are now an unkillable god, cause the enemies cannot find you :)
Feat is called sharpshooter. It gives +10 to damage for a -5 to hit. Crossbow master just lets you not have the "target is too close" disadvantage.
@@Kek393 Right it was sharpshooter! I keep mixing them up for some damn reason.
Let's just edit that.
@@ForemostCrab7 crossbow expert got nerfed since in 5e you need bonus action tor eload a crossbow, here you don't.
the invisible pike from the creche merchant is what i used on my pact of the blade warlock with gwm feat. that plus the helmet that gives arcane acuity on melee hits is insanely good
Boots of Speed are also worth mentioning.
Ring of elemental infusion is a fantastic item for eldritch knights. I believe it's found in the gith creche on one of the elites or maybe one of the treasure rooms. Dealing elemental damage buffs your weapon with 1d4 elemental damage. At level 7 E Knight you can use a cantrip and follow up With an attack. I've had a lot of success with casting ray of frost and following up with a great weapon. Enemies standing in water or blood have a chance to fall prone when hit with cold damage which can offset the accuracy reduction from "All in".
Issue with E Knight is that if you go in balls deep you either miss out on cantrip + attack or 3 attacks from fighter's extra attack feature.
@@Kek393 I go for versatility and do 4/5 levels of wizard for an assload of spell slots and namely access to the shield spell for ridiculous Frontline capability
@@jamie8703 Yeah I'm just saying that Eldritch Knight is severely underpowered based solely on the fact that the Cantrip + Attack doesn't stack with extra attack.
@@Kek393 yeah there's some serious optimization issues and for some reason every RPG includes 70 useless perks for every 3 useful ones. Also the lack of powerful spells is a problem for me but most enemies in this game go down in a few hits no matter what your build is
Awesome video!
Alot of good information, and very efficient presentation!
There is a very good Maul hidden in Wakeen's Rest.
It is contained inside a chest in the same area were you rescue the man trapped under debris.
The whole room is on fire and it has very limited visibility, but there is a chest in there with the maul.
just go back after the fire is out.
I've got a powerful item/combo you can get in Act 1 if you've ever been annoyed at your melee not being able to engage quickly enough. Fleetfingers, which can be found in the Goblin Cache, allow your character to get a free action jump after dashing in combat. You combine this item with Boots of Speed, which gives you Click Heels, a dash you can use as a bonus action like Rogues do. Have a character cast Enhance Leap onto Karlach before combat, have her use Click Heels, and she can basically move a football field and still have her actions available. Pop those annoying casters or archers right at the start of combat.
To do the jump, you have to be in combat, and after you dash, you get a new button on the end of your actions list that you have to use instead of the normal Leap.
Fun fact: Hellrider's Pride also applies to potions thrown on party members.
Staff of Arcane Blessing is bonkers-it essentially doubles the effectiveness of your Bless spell, and if your concentration is broken it actually doesn’t go away and lasts the full 10 turns regardless. Only issue (not really an issue for puissance, just unintuitive) is that it appears to be bugged and doesn’t trigger at all if you try to Bless more than your 4 party members.
Yeah I wanted to include it, even had it on my character but forgot :D
there's also a pair of boots the goblin merchant sells that amplifies healing spells just like the whispering promise
if you have a cleric in your party, give them the whispering promise, hellrider gloves, boots of comfort, and ring of salving, if you kill off the goblin camp and the leaders, you'll also get that cleric a mace that applied faerie fire on missed attacks, and a light helmet that heals the wearer 1d6 everytime they heal others.
grab that safeguard shield that you can get at the grove that gives +2 ac and +1 saving throw, get them in some good armor and you got a cleric that will be hard as hell to kill
about the gloves that zevlor give you : You can also have them by completing the "investigating Kagha" questline
As a completionist I hope the map has an exploration guide, like telling you an area is 50% complete or something 😆 but it’s probably going to be tricky given the many possible outcomes you have for each decision you make
@@justaguywithnousername1735 oh man im so glad you commented this, i actually have the quest for nere and the grymforge stuff but i haven’t been to the mountain pass yet, does this mean i should go there first? i think ive done most of the underdark quests
I'm following a "all secrets, items and PS trophies in act 1" guide and I'm blown away by just how much I missed first time playing through.
Great video mate, but missed an opportunity at 2:50 to say "you can find the smuggler's ring down, down, down, by the river".
XD
Very good video, I've overlooked a few items and this helped. Thank you. Subbed
Another insane Gloves is the Sparkle ones. They give an advantage on armored targets when you have lighting charges and its super easy to get those with the Boots that give you lighting from Dash and many other items. its insane in throwing builds because at a certain point you do damage with that lighting! I found the item on the over powered side. as a range Throwing building with pikes etc. It felt SO GOOD! Thanks for video!
There is also the Spear of Absolute that you can get by combining 2 broken parts of it looted from endowin and owlbear.
WOW and when I thought I had nothing else to learn from Act 1. I never, ever, ever thought about this. Time to talk to all the merchants from Act 1 and try to find those broken spear pieces lol
Thanks so much dude on my first play thru I got the underdog gloves but couldn’t remember where and they were so useful
Oh, and Rangers also can cast Spike Growth which can both nuke lower-level enemies, and provide difficult terrain. So, if you're not playing up the beastmaster angle, there's another good ranger concentration spell.
In the cave next to the smugglers ring, you also find some super op gloves for karlach in one of the boxes on the left (need climbing) they give you 16 hitpoints, when you leave berserkers rage. Very useful on her
so many people have so much troublefinding the smugglers ring
if you have the jump spell, just go to where you find the dog scratch and jump across the river
its directly across from there in the bushes
For thieving, make sure to get The Graceful Cloth (Cat) sold by Lady Esther in the Mountain Pass. It gives advantage to Dexterity throws, and gives a +2 to your Dexterity score. Combine that with the ring in this video, and you should be stealing from people with ease. She should be near the very first waypoint that you discover when you walk into the region.
In the Gith Inquis chamber in a mundane chest near the entrance are the Gloves of Belligerent Skies, which actually does stay good for most the game, especially if you're doing a radiant damage build or you're using a missile build... they have excellent synergy with the Callous Glow Ring, which basically turns all of your damage into 2 stacks of reverberation if you're using a glowing weapon of any sort, or the light spell on yourself
Using these two items with Destructive Wave (rad + thunder dmg) and possibly with the sparkling staff, you really start to do massive reverberation... on a high spell save DC wizard, you're basically a walking flash bang
The Psychic Spark amulet you can get from Blurg at Underdark is really good too
I pretty much took the missile snaring gloves all the way through to mid act 3. Amazing really.
I cannot recommend enough the Gloves of the Growling Underdog.
It's best in slot for so many melee builds for a very long time. The reason it's so great is that the distance at which an enemy can be do to you that the gloves still count as "surrounded" is HUGE. You can be directly adjacent to one enemy with a second enemy about 2 meters behind him--not even withing striking distance of you--and the glove effect will be active, giving you advantage on the first enemy.
You can count on one hand the number of notably difficult encounters that you will be fighting only one enemy so these gloves will be active almost all of the time.
I hate myself for this but listening to you speak i started to take notice how you speak amd now you are a quarian... it hit me suddenly and now here we are
I do want to include the weapon you get for defeating Drar Ragzlin or whatever his name is (The HobGoblin who leads the goblins)
He has a halberd i believe that adds force damage onto it's attacks and that damage time is almost never negated by anything
May have missed the comment but, the radiant glory helm from Lathander's monastery is amazing on any character that doesn't get hit often. High ac melee or dodge specced rogues for free d4 radiant damage.
Combine it with Luminous Armour, which decreases enemy hit chance when you deal radiant damage. The more they miss, the more radiant damage they take, the more they miss. My Shadowheart is currently Sorc1/Cleric5 and destroys everyone with this combo (alongside Spirit Guardians of course)
Having a +2 in int checks and saves is worthy getting the int headband for that reason.
I put the under dog gloves on karlach and made her a bear totem barbarian. It's a nutty build cause she takes no damage and gets advantage for free
Thanks for this, i had most of them already but i had no idea that Whispering Promise and the Smuggler's Ring even existed! These will be very usefull.
A LOT of people are commenting about the Legendary Githyanki sword. A WARNING though (with some spoilers ahead) - this item is meant to be gotten in act three as part of Lae'zel's story. I'm not sure if getting it early will affect that quest. HOWEVER - for some reason when I got this sword before rescuing Halsin and did a long rest, he would die. I tried multiple times in different stages. It may not happen for everyone, perhaps sneaking up there before knowing Halsin even exists would stop this from happening. After rescuing him I did not notice any consequences. As I said, though, I have not progressed Laezels story that far while in possession of it (yet)
Good heads up! I also wonder what happens with the quest in act 3 when he ((((((spoiler alert)))))) gives her the sword. Did he have a spare one? :D
@@KainRaRPG Someone on reddit said he just skips giving the sword.
The way you pronounced 'evil' when talking about Nere was adorable.
I have'nt finished act 1 yet, going to backtrack and grab some of those things! I need more rings for my characters too. xD
I like the "Gloves of Thieving" it gives you 2 dice on ANY Sleight of Hand check.
everburn blade, 2 handed 2d6+1d4 fire weapon. the damage consistency from 2d6 vs a d12 is really nice and the permanent fire basically means itll be good basically through the entire game.
What :D Everburn is great early not denying that, but it gets outclassed by almost any +1 weapon and beyond. Awesome starting weapon, but going with it for longer than half of act 1 is already a stretch.
Those nightwalker boots are amazing paired with the spiderstep boots with two melee heavy characters in your party. Toss web on a group of enemies and send in both fighters with these boots on.
a little trick for killing 3 orcs is to summon them when or if you fight the goblins in the courtyard, just summon them and run away, this way not only will they reduce the amount of goblins you have to fight but they will always lose due to being outnumbered meaning you can loot them and all the goblins at the same time, win win.
There's a chair in the Arcane Tower that if you break, you get a club that raises your STR to 19
That silver pendant is low-key the most clutch item in the whole game, honestly.
Unless you have Shart, Halsin, play Cleric, Druid etc.
The gloves of thievery give advantage on slight of hand checks, all you have to do is kill the gnolls and save the zhentarim for the merchant at the camp to sell them.
03:13....you could say you find it down down down, byyy the river
There's also a very rare staff that can be created from 3 icy pieces you find in Act 1. Seems pretty good
Bane shortsword for Warlock who can use pact weapon. The amulet from the spectator.. The other amulet found in the lava pool next to Grymforge.. There are many more things actually.
Great vid! Lots of useful items for a beginner like myself!
thank you for timestamping the items, great video!
pretty much any item that adds a lighting charge as those gives you 3 turns of 1d4 damage, and if you manage to get 5 charges you do 1d8. I prefer the boots where if you dash you get 3 charges but i dont have access to many options.
It's very useful when you have a character drawing in the enemy and can burn a turn "charging" it.
Graceful Cloth (Cat) from the first vendor (Lady Esther) in the Mountain pass. Gives +2 Dex along with some other nice bonuses
This! This is a lifesaver when I didn’t want any rogues, Astarion on my team or making speccing shadowheart for Dex and sleight of hand. Your 4 barbarians can easily lock pick anything!
eventhough I already did 2 full run, I still learned about new items, very neat.
Gloves of Thievery. A MAZING. Advantage on all sleight of hand checks. All you gotta do is help those lads in trouble on the risen road stay alive in the fight versus the gnolls and lets them get safely to waukeens rest. They become available for trade with.. Brem, i think? the place with the captive painter.
Those are my favourites for a Rogue character. Advantage effectively increases your odds way more than a +1
I did act 1 3 times and I didn’t even know you could escort them lol. One of them was such an asshole I didn’t want to help them even tho I was playing a good guy and saved them from the gnolls
Found around half the items on our own without the tips here before. Great finds!
Zevlor doesn't give the gloves for completing the Tiefling quest; he gives it for completing the kagha quest.