[Baldur’s Gate 3] Random Tips
The internet is replete with Baldur’s Gate 3 (BG3) tips, but most of them seem to be the same sort of obvious nonsense you pick up in the first 10 minutes of pushing buttons. I am… also probably going to give you a few of those too. However. Tip #3 may surprise you!
Transferring items across characters is instant, even in battle. If one of your party members is taking an unfortunate amount of damage in combat, but you just now realized they don’t have any healing potions, don’t fret. Just click on whomever has the potions, go into their inventory, right-click said potions, and choose Send To –> X. Viola! This works with anything, actually, including Alchemist Fire, Blunt weapons to give to your Barbarian to take advantage of vulnerabilities, and so on. You can also send Camp supplies out of your inventory at any time, freeing up a lot of weight.
Seize your potential (energy). Everyone finds out pretty quick that attacking from higher ground confers Advantage. What you might not know is that Throwing weapons/objects from higher ground introduces Crushing Damage to the (F=m*a) equation. And there’s no damage roll for Crushing Damage – your enemies just get slapped by science and that’s it. For example, one character threw a Javelin and dealt 10 damage from dice, and dealt an additional 9 Crushing damage for hitting someone with a 0.9kg object from a 10.2m drop. That’s a lot of extra damage not normally accounted for on the preview pane. Also, if your character gets 2 attacks, they get two throws as well. You don’t need to go full Barrelmancy here, but just understand that the lowly Javelin and similar tools/objects can pump out some serious numbers when you have the high ground.
Do not sleep on Sleep. The text: “Put creatures into a magical slumber. Select targets up to a combined 24 hit points. 18m range.” Now, you may be asking why anyone would bother with this spell over something a bit more direct, like Chromatic Orb or whatever. But here’s the thing: there is no saving throw for Sleep. If the target(s) have less than 24 HP, they just lose their next two turns… unless you hit them first, which is automatically a critical hit. Even better, the effect can be split between multiple enemies. Three 7 HP goblins giving you grief? Not anymore!
Is Sleep better than Fireball? No. Also, that’s a level 1 spell vs level 3. But it’s a great follow-up to Fireball to ensure problematic enemies (including bosses!) don’t get a chance to turn things around. It’s just as powerful on your weakest character as the strongest. And bonus tip: the Warlock version of Sleep is always automatically upcasted, letting you knock out higher HP totals for the same Short-Rest slot.
Hello Darkness, my old friend. There is a classic cheese strategy involving using the spell Darkness combined with the Devil’s Sight invocation option granted via Warlock 2: cast Darkness, stay in Darkness, ???, Profit! Basically, you can attack as normal and everyone else cannot. The cheesiness doesn’t end at combat though, as Darkness comes in real handy when doing nefarious things… like stealing. Specifically, Darkness will give you cover to pocket anything not nailed down in the environment, with relative impunity. Just note that shopkeepers will positive ID you 100% of the time if you fail a Sleight of Hand check, even fully engulfed in Darkness.
Spirit Guardians is better than you think. When I read the text, I assumed the spell would cast like a stationary whatever in a 3m range, blah blah, who cares about 3d8 damage when Wizards have Fireball? What actually happens is that the Cleric gains a 3m aura effect that deals 3d8 damage to enemies you walk by. Emphasis on walk by. Since your team is immune, your Cleric can spend all their movement walking in a straight line, zig zagging, or whatever movement set brings one or more enemies 0.1m past the edge of the aura. While you unfortunately cannot just dance back and forth to hit the same enemy multiple times (it only deals damage once per round per target), the aura will stick around an deal additional damage next turn as long as you maintain Concentration. It also reduces enemy movement speed, which generally keeps them close by.
Glyph of Warding is also better than you think. You wouldn’t know if from the awful tooltip, but Glyph of Warding is an amazing spell with seven distinct features, which can be used as traps or just straight-up fired off (if an enemy is inside). Five different flavors of 5d8 elemental damage, a large AoE pushback effect, or a no-HP cap Sleep effect. Granted, the Sleep effect (and others) provide a DEX save which is not always ideal, but it’s hard to argue with how powerful a CC that can be.
One time, at (band) Camp. I’ve talked about this before, but you can rather easily leverage the fact that you have both a large roster of party members and a means to instantly interact with them from anywhere (Camp button). More specifically, you can designate a few members (including the generic hirelings) to be buff bots to the A Team. For example, suppose your main character is a Sorcerer. Should you spend one of your limited slots on Mage Armor? No need! Smash that Camp button, add the buff bot to your party, and have them cast Mage Armor on you and/or any other companions waiting around the camp, then sit them back on the bench where they belong. Some relevant spells:
- Mage Armor
- Light
- Goodberry
- Longstrider
- Aid
- Darkvision
- Warding Bond
- Protection from Poison
- Daylight
- Death Ward
- Freedom of Movement
If you drop a character out of your party, they get super sad and automatically lose Concentration on any spells, so don’t bother trying that.
My Ward is my Bond. Just to highlight this hilarious interaction from the previous list a bit more: you can get a Hireling to cast Warding Bond on your character and then keep the hireling in camp. This will give your character +1 AC, +1 Saving Throws, and only take half damage. Granted, the hireling back in camp will be the one taking the other half of your damage, but who cares about them?
You are not Prepared… but can be! In a big departure from tabletop rules (and general balance), spellcasters with Prepared spell slots can change those slots at any time. Like, any time any time, aside from during combat. As a practical example, a Wizard could cast Mage Armor on themselves and then switch that spell out for something else. Where things get goofy is when the spells in question are Rituals. Casting a Ritual spell (outside combat) means you can get the benefit of the spell without using up a spell slot. So, to put two plus two together, simply knowing these Ritual spells at all means you can effectively cast them at will as long as you play with the UI a bit. A list:
- Disguise Self
- Feather Fall
- Find Familiar
- Enhance Leap
- Speak with Animals
- Speak with Dead
- Detect Thoughts
- Silence (weirdly)
For the most part, this perk is primarily a benefit to Wizards. But, honestly, they deserve it for how much the other spellscasters eat their lunch.
Posted on August 28, 2023, in Guide and tagged Baldur's Gate 3, Cheese, D&D, Tips. Bookmark the permalink. Comments Off on [Baldur’s Gate 3] Random Tips.