Eldritch Blast Sorlock Guide 👉 • This Build is Complete...
Within the Reithwind Tollhouse is a hidden room where Seized inventory is held. To get inside, you’ll need to destroy the Shadow-cursed vines, or jump in through the window on the opposite side of the room. Inside there is a Sturdy Chest holding the often-missed...
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Timestamps
00:00 This Bugged Amulet Might be OP
01:10 This Pet Gives Your Party an AWESOME Aura
02:17 The Weapon You're Not Supposed to Get
03:14 Unlock Hidden Dialogue with This Trick
03:48 The Strange Item with the Highest AC
04:16 Undead Monstrocity Pet
04:49 Hidden Summoning Spell
05:31 Deal over 1000 damage with ONE ABILITY
06:15 Restore all Health AND Ability Cooldowns WITHOUT a Rest or Item
07:05 Bonus Interaction
FIREHEART. This Amulet causes you to gain 2 turns of heat when you are dealt fire damage by another creature. This is currently bugged however and once you gain heat from this by shooting a firebolt at the wearer, it will not stop adding stacks even though the fire damage is coming from heat, not another creature. This bug allows you to constantly have maximum heat charges until you decide to deal fire damage. Heat increases the fire damage you deal next time you deal fire damage. But only once, and then the heat charges fade. This is paired perfectly with FIREBALL because fireball is an AOE spell and that bonus fire damage will get applied to every single enemy hit by the fireball. This makes this seemingly unimpressive amulet add a TON of fire damage if the fireball hits many targets. This amulet would be best used on a Tiefling or other character with fire resistance so that you don’t take too much damage as you accumulate Heat charges.
Spindleweb Fanaticism
Number 2 is Spindleweb Fanaticism. This Aura comes from Kar’niss the Drider in Act 2. And while you can enjoy this aura temporarily if you help the convoy reach moonrise towers, you can get it for a very long time if you instead use Control Undead on him and keep him as a pet. Spindleweb Fanaticism grants you an additional 1d6 Psychic damage and is a damage rider. So it is most effective on characters with a lot of attacks. Since the Drider is alive and most players probably don’t turn Kar’niss into a shadow cursed undead in order to control him, this Aura is pretty rare to be kept beyond the convoy.
In order to get Kar’niss light of the absolute as a pet, you need to sneak ahead of the convoy to the ambush location. You’ll be presented with some dialogue options for hiding - if you eventually reveal yourself you can demand the lantern, and then send the convoy on its way without protection from the Shadow Curse. If you do, you’ll find them later right outside Moonrise Towers as Shadow-Cursed undead, allowing you to use Control Undead. However, to use Control Undead on Karnis you’ll need to be level 7 since Karniss is level 6.
This Insanely Powerful Weapon You’re Not Supposed to Get
Number 3 is the Djinni Scimitar. This weapon is unique because of the high poison damage it deals. It’s also light so you can dual wield them and it is finesse meaning it scales with your dexterity modifier if it’s higher than your strength. To get this blade you’ll need to head to the Stormshore Tabernacle in Act 3 and go into the basement. In there you’ll need to steal from the chest as a Cleric of Helm and then be healed after you receive the curse, Castigated by Divinity. Once healed, you’ll lose the curse and two Djinni will be summoned. They can be easily dispatched in a single turn by an Eldritch blast Sorlock - link to the build in the comments. After they’ve been slain, long rest and upon your return two pouches containing two Djinni Scimitars will be on the floor. Also, I noticed that I needed to slay the Djinni on the ground floor of the Tabernacle, not the basement, so I’d recommend the same for you just in case. These Scimitars are certainly not a weapon we’re meant to get, but very cool for their high poison damage.
New Dialogue if you Kill Ethel in the Teahouse
Number 4 is how to kill Ethel in the teahouse before she flees. If you do this, when you descend into her lair, you’ll find her Masked servants are friendly towards you and will actually talk to you and you can learn about why they are there. To keep Ethel from leaving the teahouse all you need to do is cast Arcane Lock on the stairs leading to her lair. Then during combat when she tries to run, she’ll be fiddling with a locked door for her entire turn allowing you to defeat her before she ever gets into her lair! Wizards can learn Arcane Lock as early as level 3.
The Shield named Shield from Hope in the House of Hope (you need to loot it from her corpse)
Shield’s name is a real mouthful being named simply SHIELD. But what’s unique about it is that it grants +4 AC - the ONLY Shield in the entire game that grants that much AC.
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