Use code WOLFHEART50 to get 50% off your first Factor box at bit.ly/3I6tRCZ! 🔺CORRECTIONS / More Tips: 1: Aid raises HP maximum, it's not technically "temp HP." 2: A few people were telling me that you may actually not want to raise your max saves to 50 as it takes up a lot of space. 3: To inspect a creature you can just hit "T" when your cursor is over them. That saves you a few clicks Support the channel: 🔽🙏 🐺 Become a Member - ruclips.net/channel/UCi3RdvCWYMzdF-iUgG_0xLQjoin 🔴 Join the Patreon - www.patreon.com/WolfheartFPS 🔵 DISCORD - discord.gg/HEvSdNZ _________________________________________________________ 🎮GOG Affiliate Link - af.gog.com/partner/Wolfheartfps?as=1676346721 NOTE* Any game purchased even if not on my personal GOG partner page will support the channel (up to 7 days after clicking the link) 👕 Wolf Apparel Store - wolf-apparel-7.creator-spring.com _________________________________________________________ Socials - 🐦 Twitter - twitter.com/wolfheartfps 🟪 Instagram - instagram.com/wolfheartfpsruclips.net/user/sgaming/emoji/7ff574f2/emoji_u1f534.png
#16. One really great quality of life tip I have to offer is to hit and hold down Ctrl, then proceed to left-click items. They'll get highlighted with a white boarder. From there, you can right-click to say "Send To Camp" or "Add To Wares". This makes looting much faster, and makes selling items to vendors immensely quick as there is an option to "Sell Wares" which will immediately sell all items that you marked as "Add to Wares". You'll save an immense deal of time by learning to do this. The other tip would be to use Backpacks & Pouches to store say Scrolls, Potions, Arrows/Throw Items. You can then drag the Backpacks/Pouches down onto your action bar. When in combat, you can click it to open and have access to whatever you've stored inside. This frees up clutter and makes locating that particular item much easier and overall more quickly as opposed to having to rummage through your entire inventory or even having to auto sort it by say type/weight which you may not want to do. #17. The next one is thrown potions. Drinking a potion uses a Bonus Action whereas throwing a potion requires an action, however if the throw is positioned correctly you can get additional targets in the splash radius. This can be good if say you have two frontline oriented Martial Characters who've both received damage. Move the one next to the other and throw a potion to catch both in the proximity of the radius. As a result, both Characters will receive healing from the potion vs just a single Character. Also, this can help you revive a fallen character from a safe distance.
Thanks, Wolf Few more things to add maybe for the next videos: 1. Don't forget that if something goes wrong with your build you can respec it, don't hesitate to try it is very cheap 2. Don't forget to use your potions in hard combats. They can help you a lot. For example, speed potion one of the best or invisibility can really help if you have no invisibility spell or won't spend a slot for it etc. 3. Use your enhanced arrows often; they are cheap, and you can buy them every time you visit the shop. But effects are really fun and useful especially if you use terrain specifics like dirt or water or shoot acid first to decrease AC for tough enemies. And for hard battles, you can use powerful arrows like drow poison or double-damage arrows 4. To increase your experience with the game It is good to have a way to talk with animals and the dead (at least with one person) There is a lot of fun and content for that 5. Use Alt to highlight loot in the area (for example alchemy) or ~ to highlight objects around 6. Use your pet's or cat's form of your druid to scout the area around or enemies' positions 7. For hard battles it is always good to summon all you have before battle like hands, pets, elementals, and imps. They can really help disturb enemies and take hits instead of your team 8. Remember that some of your spells are Rituals and do not require spell slots so you can cast as many as you want as cantrips. It is good that at least one of your character have those like sprint strider, jump etc. 9. You can color your armor and other elements it is cheap and fun ) 10. Bonus, cheat like: the exploding barrels are gods of BG3 and can help you to win hard battles if you use them properly ;) (you can even kill Dragon 10 level using them with one hit...) Hope this help )
a tip i'd add is to switch your characters back to their melee weapon after making a ranged shot so if someone runs past them they will make a opportunity attack
But in DND rules they ~realistically~ would not have enough time to revert back to a melee weapon during the 6 seconds or so it would take for the enemy to attack. Turn based makes everything SEEM slower, but let’s remember most of everything in combat is happening at the same time.
the 3 spells you need to cast as you finish the long rest: Speak with dead Speak with animals Detect thoughts The 3 of em are until long rest and rituals. no spell expended, useful all day for your resident charisma based character.
@_TheCakeIsALie_ yes it is an action to throw. So you will have to have or use action point to do it. And it can be buggy with sometimes hitting your teammate vs next to them and percent that it will actually hit them and heal them. But it does work and life saving imo
Not neede if you have warlock. You can get with them all gold of every trader every long rest thanks to bind weapon. Choose random weapon bind it to you and equip it. Then talk to vendor offer random weapon then move that weapon to the main hand slot that changes your binded weapon. ANd woala you can barter the vendor to all of his/her gold thanks to this cos the binded weapon cant be sold like ever even when it s counts as gold worth to sell. You can do this with every bindable weapon and class that can have bind weapon proficiency. It s in the game from the begining of the game so it probably never get fixed as we all know Larian is not keen to fix their games from things like gold exploits, barelmancy, door phasing and stuff like that. And in case you dont wanna play warlock you can use Wyll at lvl 3 then respec him back.
Small tip: Attack with Pommel Strike before your main hand attack! Pommel Strike may inflict the "Dazed" condition on the enemy. This hinders the enemy's AC (armor class) benefitting from their dex modifier (meaning they are easier to hit). Use the examine feature to seek out an enemy with a high dex and an armor granting dex bonus to the AC (all except heavy armor) and pommel them! They are now more likely to be hit for two turns (and your main hand attack if you used it after)
This is correct, but if you’re using Great Weapon Master, you might want to save your bonus action attack in case you crit/kill a creature to make a full-damage attack instead.
You can even chain that enemy disadvantage. Let's say you not dazed but make enemy lose balance so next hit has advantage right. Instead of heavy hitting, you can throw in a guiding bolt in there to keep the debuff rolling.
One tip I would highly suggest is to not be afraid to long rest - lots of times I forgot or didn't think about long resting after a combat encounter just because I still had both Short Rests still available, but after a fight that takes up a lot of resources could be detrimental to any upcoming fight if you don't have spells available.
Yeah, other RPGs would require a party member being skilled in lore or require a party to gain experience fighting a new enemy before learning all its strengths and weaknesses. But this game is difficult enough already! xD... perhaps something the mod community could implement.
There's one caveat to long rests. This is from Larian in a recent interview: "It’s not about how many long rests you take. but when you choose to take a long rest can have an effect. For instance, if you enter a town and see an inn on fire and you immediately decide to go to bed, that may have consequences." Take as many long rests as you want but be aware of the events that unlocked around you.
I've been reading there are quests that will fail if you long rest too much, or if you enter certain areas and long rest without completing those quests. I don't know how many of them there are, but it's kind of frustrating that the game doesn't tell you when quests are time sensitive.
@@VincentAdultmanbearpig But on the other hand it seems that you could loose entire story parts and conversations of yoiur companions if you dont rest frequently and this way skip the first part and never get the chance to come back to it.
More than this - if you are using a full martial party and not needing to long rest often, if you fail to king rest enough to check certain story line points the illithid specimens may bug out and disappear from your inventory after a certain goblin encounter. I have lost two play through due to this.
One big thing I learned. Ritual spells are FREE to cast outside combat. So they don't use a spell slot. Stuff like Longstrider, silence, speak with animals, and etc. Being free is a huge benefit.
@BenjoCovers sometimes you just want to take minute to yourself, cut out all the outside influences with a nice comforting darkness and silence spell and really focus on that alien slug gnawing on your brain. For real though, no idea why they wrote silence.
I started yesterday! I needed the tips because dear god i spent like 2 hours on a fight yesterday , and out of pure luck i was able to finish it, Lazael had 1 point left while everyone else was downed. That 1 point saved me another 2 hours lol
@@fay4967 Top tip. Don't be afraid to turn down the difficulty. I had it on the middle difficulty most of the game, but hit a wall near the end of Act 2. I kinda started getting burnt out and not enjoying it as much. I turned the difficulty from there and had way more fun the rest of the way.
@@FearTheTurle21 this was on the easy mode, mind you 😂😭 i am a gamer but im a clam gamer, like when i played skyrim , i toggled "god mode" on so i don't die, and im mostly interested in visual novels etc. I'm genuinely enjoying bg3 but it's a shame there's no "god mode". And thanks for the tip ^_^
@@fay4967 Lol fair enough. Play however lets you enjoy the game the most. BG3 is an amazing experience and I didn't even have any D&D knowledge going in. So get lost in the world and just enjoy the ride 😄
My biggest tip: Your spellbook isn't limited to daily preperation. You can freely swap spells within your spellbook as long as you slots to cast them or they don't have a rest requirement. Of course you can't swap in combat, so do not be afraid to swap your spells around should you need one.
I think this was mostly to get around the ritual spell issue, because they didnt code rituals to not need to be prepared to cast, so now you cast it and swap it out.
Yeah, this one threw me for a loop. In 5e wizards specifically have the ability to ritually cast ritual spells from their spellbook without prepping them beforehand. I was confused when this didn't seem to be the case in BG3, but eventually realized that I can just change my prepared spells anytime I want so it doesn't matter. It IS a little clucky though to open the spellbook tab and mess around with prepared spells in order to do this. I wish that are least wizards could add non-prepared spells to their hotbar and cast them out of combat. You can add them to the hotbar, but they won't work unless you go through the process of swapping them in.
To Note: Extra Attack works with BOTH weapon types, meaning you can swing a sword and kill an enemy with your first attack, then swap out to your Bow (by pressing F) and shooting at another enemy.
Here's a crazy thing: If you're fighting a whole bunch of small, easy to kill enemies(that die withing 1-2 attacks), use an Elixer of Bloodlust. It not only gives you an extra action after killing an enemy, it will reset your Extra Attack skill.
Press T for quick inspect enemies. As a D&D newbie it's so satisfying to use effective damage or avoid wasting a turn. I do wish there was some form of loremastering tied to this. BTW i really appreciate how you try to keep these videos spoiler free, i've only managed to clock in 30 hours so far and since i'm exploring every single blade of grass i haven't even completed the grove questline still, so yeah very much appreciated.
Pressing T while the cursor hovers over something will lock that description on screen, allowing you check out what various terms in the description mean without the description disappearing when you move the cursor.
For 15 I always have “Ask” checked for Reactions. I like to know in detail what is happening every turn rather than random spells/reactions popping off.
After beating the game several times you sorta know when to long rest based on the upcoming encounter. But if you’re new just know this, outside of very few instances where Long rest does something, most cases you can long rest as many times as you want
@@Dannihilate I do this with Feather Fall potions; pop one on the ground, cluster your group around it and then attack the potion. The whole party gets Feather Fall using a single potion.
Oil or Grease + ANY fire cantrip is fantastic for dealing with mobs. The Grease spell in particular gets two chances to be effective: if they make their saving throw against falling prone, you can now repurpose it as an AOE zone of continuous fire damage. And if they are standing next to a torch, Grease will _immediately_ catch fire. Just make sure that you don't step in it yourself... when the floor is covered in blood it can sometimes be a little bit difficult to see where the Grease patch begins. 😅
My top tip would be using jump for positioning. Almost every time I can travel farther with a jump involved than by running overground. Meaning my character can get to striking distance. When I started I didn’t think much of jump, but now I use it on practically every turn!
You can have a bit more of a epic feeling on a high athletics character, such as fighter. A risky jump into the center of battle leading to a victorious sword slash just feels bad ass.
Also, Laezel has HOPS. With her jump ability and an enhance leap ability, she can easily clear tall cliffs in a single jump. Or jump all the way across a battlefield to flank an enemy.
jump scales with strength so Astarion, Gale and Wyll wont benefit from this because they have 8 for the basic, thats barely enough to get across most open world gaps.
Here's a tip that I missed early on: When you use the revivify scroll, you can relocate the target. As a 5e player, I just assumed the spell worked basically the same way as 5e but it's WAY different. It doesn't require touch, it can be used on an ally that fell off a cliff (a spirit orb thing appears that you can use it on) and it can teleport them to a safer location. This is very powerful, and despite the UI saying something like "click location" I was ignoring it as just being weird text for picking your target and failed to take advantage of this feature until well into Act II.
Yeah that's a holdover from divinity. It's weird being a player of both cause this game is like this weird Frankenstein baby. (not that divinity didn't already have a lot of tabletop dna stuffed in under the hood)
My tip: use the + button on your hotbar UI to increase the number of rows! First thing I did when getting each companion was take a minute to increase the rows and put all my spells in a standard order, sorting by melee vs range, level of spell, action vs bonus action, putting those ritual or once-per-long-rest spells in a standard spot to make it all easier to remember and to find. It takes some up front time investment but man it has made it so much easier.
@@maximef1 Hard to describe without pictures, but I might end up rearranging stuff anyway. I'll give it a shot: For my standard actions in the leftmost section, I have my actions along the top row (dash, disengage, etc), bonus actions on the second (jump, etc), melee attacks on the third, and ranged attacks on the fourth. I keep the top two rows the same across all companions so I always know where they are. Skills from items go in the bottom right corner of that section. For spells in the middle section, I keep my cantrips along the left wall in a vertical line. Then I leave a column empty for visual ease (this might change for some of my spellcasters as things fill up). Then I have level one spells along the top row, level 2 spells on 2nd row, 3 on 3rd, 4 on 4th. Again might need to change this as I get higher level, or I might combine some rows together for space. Actions on left side of the row, bonus actions on the right side of the row. I make the items section one column wide. I keep my items in a bag and put the bag on my hotbar so I just have health pots and my bag and maybe one or two other special items there. Hope that's helpful!
@@maximef1 to actually start moving stuff around, make sure the hotbar is unlocked (there is a little lock icon showing if it is locked or unlocked on the right side of the ui)
@@liizardwiizardoh lol I think I completely misunderstood the question, thanks for chiming in. I'll leave my comment in case it's still helpful for anyone.
@@Sephalia Your hotbar setup helped me get set up, as I really did not know what I was doing or how to organize it. I just wanted to say it helped me immensely, thank you
If you come across a trap while in group mode it's a good idea to hit shift+G to ungroup your party members so you can safely disarm it without your other party members blowing you up.
@@Dannihilate "Oh man look at this, trap!" *steps on it* "Did you just step on that on purpose?" "No I just... you know... I didn't really see it" "You just pointed it out to me!" (ruclips.net/video/vtZ-lbXthUc/видео.html&ab_channel=jolietv)
Also, if they're far enough away, they will autoroute already exposed traps. But if they're too close, they may accidentally trigger one due to lack of routing space.
If you want the party to quickly stop after someone spots a trap just right click with your mouse. Everybody will stop their current action (which is walking in this example).
biggest mistake i made is not exploring act 1 enough, later realizing there were SO MANY QUESTS that i completely missed out on, like the monster hunter, laezels entire thing, wylls entire thing, like i never even met karlach or did the hag swamp quest and i regret it so much. I was paranoid that if i dont move on with the main story asap its gonna be too late or somthing lmao
@@Solairethedarksoul some tips for power, especially early game: -after getting withers, have a hireling for Aid and Longstrider(lvl 4 ritual spell) and just cast these in camp. -killing the spiders in the whispering depths creates a pool of basic poison you can return to, dip ALL your weapons in this after every long rest -rogues can dual weild hand crossbows and shortswords. these allow some great damage, and if you take the option for an extra bonus action, you can make a second offhand attack. Lae'zel can dual weild scimitars, which is better than a greatsword and pommel trike, as pommel strike can only be used once per short rest. -save the 2 guys with the gnolls, and either let them return with the package, or deliver it UNOPENED. the bottle contains no loot, only a monster that will try to kill you. but returning it will allow you to buy some really cheap gloves that grant advantage on slight of hand checks (picking locks, disarming traps) which means you roll 2 dice and take the better dice, almost negating the chance of rolling a one and with a rogues other bonuses, they'll clear most traps and locks with ease! (letting the vampire drink your blood will add a +1 bonus as well) -the chained familiar warlock path allows a warlock to summon an imp, which can cast invisibility on itself infinitely. this flying invisible scout is great at doing just that, it can scout everything, as long as there are no doors blocking the way. this allows you to find the best approach to most encounters it can also attack things like alarms and rope ladders, or weak enemies, then vanish quickly and fly to another spot, losing the enemy. ladders can be blocked if you move a couple chests and barrels to the top of it. this can force a melee fighter to throw things at you (if they can) with a height disadvantage, instead of attacking, and is a great way to deal with many bosses who are far stronger than you. -rogues automatically crit sleeping targets. it's a great trick for assassinating and getting out. casting sleep on a roaming guard and taking it out is risky and you will want to hide the body. -explosive barrels and firewine can make quick works of most fights, if you can set them up in advance. this can turn a fight you are struggling with into a pre-emptive tactical strike. send all barrels you find to camp,a nd pop in and grab em when needed -sussor blossoms can be stored in your chest and brought out when needed *underground. throwing these at constructs disables the magic operating them, and silences magic users. if you are going to betray a spell caster, having a bloom casually placed in a chest, then hitting them with grease and web at the start of the fight, will effectively render them useless for the rest of the fight. you can also set this up as a trap and kite them into it through a narrow passage if you can hide around a pillar or wall. -barrel and crates can make a fortress anywhere. you need crates to walk on, barrels for support, and if needed, heavy chests to add a bit of defense to the front wall. fighting from high ground gives you the advantage and them a disadvantage on ranged attacks. (this means you roll 2 dice and pick the higher dice, while they roll 2 dice and pick the lower dice) -fire and water don't mix... either through alchemist fire and a pitcher of water, or barrels to do the same.... BUUT if you hit something with electric damage inside the resulting cloud of fog, it turns into a thunderstorm. very shocking. any action/bonus action in the thunderstorm will cause a shock effect that can chain to everything in the stormcloud. -lastly, I cannot stress this enough: do not underestimate the power of a barricade placed in advance and an invisible, flying scout to draw them in.
@@CollectiveDivineConsciousness glad to help. If you are using shadowheart, you might want to respec her to change her subclass from arcane trickster to the life one... gives her heavy armor proficiency and adds to her heals Ive also been playing around with a halberd build using sentinal and polearm mastery feats, which work great together. Polearm mastery allows you to use your extra action to attack an enemy coming into melee range. Halberds have an extra 50% range to other melee weapons, and sentinal prevents movement on targets hit by extra attacks. Then karlach hits 2x as main attacks, once as a bonus attack, and backs away so the enemy has to chase her, enter melee range and gey stopped again. Works well on singular strong melee enemies who dont have extra reach. Definitely better than greatswords ^_^ though its a bit later game than dual weilding scimitars (or getting the trait for double longswords) its definitely worth checking out.
As an additional note about Mage Armor: you can NOT cast the spell and then swap it out for a different spell! It must remain prepared (unless it was cast from a scroll or some-such) or else the Mage Armor status will vanish. So if you're going to use it, be well sure that you plan to keep that specific spell preparation slot occupied by Mage Armor for the rest of that day.
You can however have a different wizard at camp cast your longstrider, mage armor, and dark vision so that the wizard you play with can prepare different spells
i love the old school feel and mysticism of playing without guides or tip vids etc, but i caved and some of these however just made me go "duh, why am i not doing this", im certain my next log in will be much easier for having watched this, i appreciate you.
If you're only planning on playing on one platform, I'd HIGHLY advise you to turn cross-saves OFF in the options menu. I've ran into issues where I would save and then would sync to cloud save, but that notification would persist for close to half an hour, making me unable to save again, especially right before combat.
Quick correction: Aid does not give Temporary Hit Points, which is a proper noun term in this game. It increases your hit point maximum by 5 temporarily. This seems like a minute difference, but because Temporary HP doesn't stack and you have to choose at most one source to keep at any given time, it's important to note that Aid and any source of Temporary HP do indeed stack!
You can hire hireling for your aid bot, and if you're abundant with revivals option you can make your benched hireling cast warding bond on you, sure hireling will die but meanwhile that's 1ac and damage mitigation buff for low levels
aha! I had noticed a difference between health totals going up (Aid), and remaining the same but having an extra smaller health bar (THP) but couldn't tell the difference, though tit was a bug. Good to know that's intentional and they stack, thank you!
Party Inventory. It's not just for ease of moving items from one party member to another. Any party member has access to any other party member's items while party-inventory is up. That means that during combat, party-member A can use a healing potion kept in party-member B's inventory with a bonus action as if the potion were in party-member A's inventory without penalty. It means your wizard can access the scrolls from another party member's pack through party-inventory and cast that life-saving combat/protection spell that would save them/the party if ONLY you had remembered to move the scroll to their inventory before the fight. Good news! You didn't need to!
It's not dumb. Pocket sharing is pretty silly in a DND game. It also takes away from the strategy and immersion. Pocket sharing really shouldn't work, at least on Tactician.@@TybudX
@@TybudX because there are hundreds videos that say "you can throw potions" and not many teach people how to play DnD. I've had some experience with DnD but I still find the amount of stuff to juggle overwhelming
Something worth mentioning regarding examining enemies is that you can do it without right clicking. The same button you use to expand items and spells (T for PC) can be used to examine enemies. Just hover over either the character or their portrait in the combat order and hit T. It's a minor change, but it's nice to not have to do those extra steps in the middle of combat. Especially against large groups of enemies.
Biggest mistake you can make is to save scum to your heart's content and not limit yourself, it can ruin the intended "tabletop" experience of the game, and it can turn dice rolls from exhilarating game/story deciding moments to a mere chore where the only consequence is how many times you'll press F8. That makes the game so much worse, it takes the weight out of conversations and combat decisions. The game is built so that you can fail any roll and still keep going, and if you want to retry a roll that's what the inspiration mechanic is for, you don't need F8, rerolling is already built into the mechanics and balanced as a resource in an interesting way. Unless you die, but if that's the case then reloading to the last save is natural. Same goes for if the game trolls you in some way by having a mechanic misbehave, or something happening in a way you didn't intend, then reloading is expected too. But otherwise, keep reloading to a minimum and the game is ten times better.
My one tip is take advantage of dipping your weapons via flame or poison, etc, before a fight kicks off. For example, you can use a candle in the environment (without needing a candle in your inventory and dropping it into the environment) to dip your weapons with. Also, throwing torches from higher ground at your enemies is OP!
Missile Snaring is fantastic. Lae'zel took all the ranged attacks in the goblin camp and just kept snagging arrows and mitigating damage while my party mopped them up.
You can also Examine doors that you want to break down, indicated by them having an HP number. Usually they have modifiers for at least one of several damage types: slashing, bludgeoning, and fire. You can also get explanations of their traits. Such as Sturdy requiring 10 points of damage in a single hit to deplete the door's HP. In the case of a weakness to fire, hitting level 5 for Firebolt to deal 2d10 helps reach that 22 point threshold for breaking down Medium Toughness.
The other important reason to make reactions ask instead of go automatically is that you only get 1 reaction per round. If you have both Opportunity Attack and Missile Snaring on automatic, then whichever is the first to apply will go off and you won't get the chance to do the other. That means if you want to punish enemies from moving away, you don't want a random crossbow plink to take away your Opportunity Attack. And if you don't care about that Opportunity Attack, but there is a scary ranger that could potentially devastate you, you don't want your chance to Missile Snare to be taken away by swiping at someone.
Reckless Attack and Shield are examples of conditional Reactions that you don't need to manually use. The game will wait for a situation in which they might matter, and show you the problem (your roll will miss; their roll will hit) and then gives you the luxury of knowing, mid-attack, that you can use effects like this. It's like having a chill DM giving you a chance to retcon your gamble because it failed. Very common in tabletop gaming lol
Would suggest 2 things as well: 1. Do a hard save occasionally because you can name those whatever you want. It's better than "Auto Save 39," which may not be enough information (especially if you ever have to load a save from a while before). 2. If you need some type of potion (for me, it's always Potion of Speed) or crafting materials, you can go to camp, partial rest, come back and recheck the vendors. They get new stock everyday of many items (Potions, Foods, Materials). You may have to visit several vendors to get what you want. If you're still at a point where you can visit the Underdark, definitely doing this partial save strat works to allow you to get materials and such from the 3 vendors that are in the Myconid Colony. It's a good way to stock up without having to hope you'll find the right materials or just stumble on the right potions/elixirs you want.
You should definitely use 'T' to examine, especially useful on enemies who employ illusion as you can often spot the "real" enemy because unique equipment features don't replicate on the illusions!
Something I found interesting is if you place a crate in your camp it will stay in that position whenever that camp setup is used with the items you put in it. This can be helpful if there are items you want separated from the main camp stash. One example is the owlbear egg, a high value item which counts as "Camp Supplies". In fact, next time I play I'll probably put a crate next to Gale to store magic items instead of lugging them around with me or looking through the main stash to pull them out when he needs them.
@@gadman85 Auto-select for supplies is bad. All too often it ends up much more supplies than 40. I stopped using it rather quickly just because of that.
@@zombieinferno Yep, I've been decorating my camp too. And have lots of different type chest set up around camp to organize lots of things I want to keep.
@@pietersleijpen3662 I've found that the reason it over-selects is because I had my food stored in stacks and it can only select the whole stack instead of splitting it as required. I've since separated all my food supplies and no longer have the issue. Might be worth looking into :)
One tip speaking from experience. Using too many quick saves will actually make your cpu usage higher from memory leak. I had to move it back down to 10 and my game was playing better and have had no issues since
This guide is actually also helpful for people beginning d&d as a tabletop game, it's really impressive how the they translated how d&d works into the game (I know a lot of early video games used stuff from early d&d but modern games haven't really managed to capture what d&d feels like to me)
My main tip for crpgs and games with a lot of interacting with the environment is to use the button that highlights all interactable things in the environment CONSTANTLY. Set it to your side mouse button and just hold it down while your moving around the world
Important to note it doesn't highlight everything useful though. It won't show all the food/drinks that give camp supplies that are just lying around everywhere (wine is particularly plentiful if you're having issues with supplies). Painting as well don't show but the vendor for a good amount of gold (30-60g each)
My tip that I always forget to do myself: Remember to Rage, Hunter's Mark, etc, before you attack an enemy, not after. Bonus actions can be used before your main action and it's often better to think about what bonus actions you can do that will help your main action be more effective.
A clear example is someone with parrying active. You could use bonus action to shoot 1-handed arrow to dispell their parry and then hit them hard with main weapon!
I think it's good for new players to tick ask for every reaction, even the obvious ones. It's a great way to become familiar with the rules of the game and planning
Potions last until your next long rest. Drink them, giant strength, triple your distance leading, speaking to animals etc don’t be shy to take your medicine.
One small correction, aid doesnt give the same "temporary hit points" as many other abilities that do not stack. Aid (and also the level 6 cleric ability Heroes' Feast) increases your max hp and stacks with any temporary hit point you might apply.
Also, I think Aid is way more useful IN combat than before. Just like in 5e, having full HP is far less useful than having ANY HP. If you have even one point, you can attack and cast spells and do all your stuff. That makes healing most useful when someone goes down, as any healing at all - even a single point - can massively change the battle. So Aid, being a large area and effecting all your allies, can be used to revive multiple fallen companions at once. And it's a lower level than Mass Healing Word so you get it sooner and it costs less. Plus, it's an action, so if you need your bonus action for something else you can still heal everyone without using the bonus on MHW. For instance, maybe you need to recast spiritual weapon and pick up two fallen allies? Aid to the rescue.
@@Lord_zeel thats a valid argument, altho after having played through most of the game, it's been really rare that more than one character went down at all. I think if your party starts dying so often that you need a reliable way to get them up, i think you should look at fixing the underlying problem and then you wont be needing that! Altho it's true it's very useful to help the team recover when having multiple members down.
@@Bzk-- The underlying problem is usually "shit, that thing just jumped across the map and one hit my caster and rogue" but yeah, the further into the game I get the less this happens. Early on I was getting slammed pretty badly though.
@@Lord_zeelwhack a mole healing is less effective in bg3 than 5e. If you go down, you don't get your full action the next turn after being healed, just a bonus action. So aid can bring people back up, which is great, but they're prone and unable to attack for a full round.
One last tip (for mouse users especially): Lock your bottom tool bar when you’re pleased with it’s set up. You can place containers (back packs, sacks, etc) and select items from that instead of having a ridiculously long tool bar slider. Or you can put weapons (unfortunately you can’t stack a weapon and shield or dual-wielded weapons like BG1&2 but maybe that functionality can come in a patch Larian?). It still takes an action to swap but between containers on the tool bar and auxiliary weapons it can streamline your life. In BG3.
Alot of these BG3 beginner tip videos cover things that are very obvious to me or other intermediate to hard-core gamers. Every tip in this video clarified more nuanced information that I still needed to test out myself, so I greatly appreciate how you cut straight to the point when most youtubers would just pad it with obvious info. U rock man
Cancelling concentration spells is really a must-know thing for players using moves such as Cloud of Daggers, I've had a couple instances where the fight ends and my party members just strut right through it to get back to me
My additions: 16. You can use a bonus action to drink a potion yourself, but you can use a full action to toss one at an ally to immediately heal them. 17. Your characters don't necessarily always have to take their turns in order. So long as two of your characters are adjacent in the initiative, you can do their turns in any order, or even do part of one's turn before the other, then finish their turn. This can be really good if you want to drop an AoE but an ally is in the way. Or if you need to get someone squishy out of melee range and don't want to give up their entire action to do so, you can have someone else shove the enemy (or ally) out of "threatened" range. This also means you'll have time to cast buffs on your front liner before they go in, or lock down the rogue's target before they take their attack. 18. You can shift-click to select tons of items at the same time. Click the first one, shift click the last, and immediately send your entire camp supply pack of food to camp instead of lugging it around or sending it one item at a time. The same for adding items to wares. If you find a whole chest of items your party just has no use for, select them all and add to wares. Now when you go to a shop, just click one button, and all the unwanted goods are sold. 19. Until level 5, playing a caster can be tough. The Sleep spell can help you get through this. It doesn't scale into late game all that well, but there's no save, so you can just remove some enemies from combat and deal with the rest at your leisure. Bless is also really strong, providing both offensive and defensive benefits to anyone it's on, and it's still useful late-game. It's not uncommon for a Cleric or Paladin's first level spells to typically be spent on this almost every fight until they need to bring out the big guns for a boss fight. 20. CHOKEPOINTS. Use them. Keep your squishy casters behind the front line, and use your melee characters to "trap" enemies with the threat of opportunity attacks if they dare to pass. Using doorways, staircases, bridges, etc. to funnel enemies into a kill zone is one of the most tactically powerful things you can do. Especially if you have spells to drop over that area, like Cloud of Daggers, Hunger of Hadar, Moonbeam, etc. And let's not forget the Cleric in full plate with Spirit Guardians up that's standing in the way spamming Blade Ward.
16.1 - if you drop a pot and shoot the aoe is bigger than just throwing it 20.1 - Sentinel prevents enemies from moving after a successful opportunity attack
@@GFBurn Or throw a potion at the floor to aoe heal instead of attacking it. Depends really on if you have multiple actions or if you're close enough. In combat, better to throw potions rather than drop and shoot, out of combat you don't waste much time throwing them either. Also Haste Spore bottle is amazing, but you need to move in it or move out then back in to gain the effect the next turn.
16- If I'm in a really sticky situation I'll use my bonus to drink a pot, and use my action to throw a pot at a further toon, to kind of start a healing chain, or I'll throw it at the floor under me for a double heal
The tip about turning off spells with the x was so useful to me. I run into my clouds of daggers here and there even as a long time player. Excellent guide!
My evocation wizard was keeping my companions from getting hit with spells but then I forgot the cleric didn’t have that and next thing you know my entire party is hit with flame strike 😳
I thought evo was gonna be a bit underwhelming when we have a game system that allows us to manipulate things more than we would be able to on TT.... but I was pleasantly surprised! Also a level 10 Evo wizard shooting magic missile with all of the right gear and upcasted can do absolutely ludicrous damage that never misses. It's beautiful.
If you play a warlock, don’t forget you have to re connect with your pact weapon after a long rest. Many times I have gone into a fight without my second attack because I forgot to do this
To everyone who is used to rolling up a character and barely managing their own character sheet, and struggling to micro manage a whole party: Woo saaahh... Breath in and out, slowly. 1. Playing a Bard will allow you to cover support, aid, and offense, as a jack of all trades. Will also show you how basic systems work, like spell splots, cantrips, ext. It is an awesome class to play as the main character, because they can perform/persuade/decept/intimidated, depending on how you set up your background and proficiencies. 2. You dont need Asterion to lockpock stuff. But he will do it well. You dont need Shadowheart to heal your group, but you can set her up to have two healing spells early on. You dont need Gale (the Wizard) for Utility, but I always take him, because Wizards are made for it; You can play a mage from any other class, and use Gale to do utility stuff, or, YOU do utility, and make him a heavy hitter all spells no stop.
Great Video as always. The things I miss as a beginner are backgrounds about the lore, characters, places, chronicles, etc. Missed opportunity of Larian in my opinion. An Ingame Encyclopedia would be so cool.
Adding background for the world faerun or just the swordcoast region, would be a hefty chunk of data. Better to get these infos elswere on the net tbh. But just from reading books and notes ingame, or even in dialogue, there are some biz and pieces of major things (places, history, factions ect).
@@yumanoid5753 thats what i do now. I'm also reading the Art & Arcana Book from D&D to understand the history and the OG Characters behind this whole World. I would've wished for something like in Mass Effect, with voice over for important things and the rest as normal text, i mean you even have the narrator in BG 3. I can remember my first few hours in Mass Effect 1 consisted of reading the lore. It was so much more immersive to play.
You can also have a hireling cast mage armor in camp then leave them there and have any non concentration, til long rest, spells without wasting spell slots
Important clarification on #1 and #2. If you cast a spell, hide, change weapons, etc then walk into combat within 6 seconds you likely will not have that action/BA during round 1 of combat. Wait 6 seconds at least to ensure it doesnt count for round 1, or as you mentioned, use turn based mode to avoid this risk.
There are obviously more than 15 useful suggestions (Wolf has a solid ‘Greatest Hirs’ tho) and, for Wizards I would definitely add DONT FORGET TO USE ARCANE RECOVERY. Especially at higher levels. For Bards don’t forget to use Song of Rest first BUT let your Fighter use their Self Heal skill (skipping my brain now) first. Same goes for before a Short Rest. Make sure that PC gets as many HP as possible.
Bard ability is a one-time shot/long rest. Basically just gives you a bonus short rest. Does not take a spell slot nor does it impact any type of Bardic Inspiration. I like to use any kind of self-healing or rechargeable sell slots up first (Warlocks I’m looking at you) prior to deploying Song of Rest or using a Short Rest. Maxes out your “day” in the world of BG3. This becomes doubly crucial if you use potions/spells that last until you Long Rest
I'd like to add: Sometimes armor can even lower your AC if you have a high natural AC. Putting on armor can in fact lower a characters AC and their ability to make checks.
I'm halfway thru act 2. Concentration spells was the biggest mistake I made, I wasn't used to this rule, coming from other games I played where it didn't matter. Another thing I didn't realize until recently is that you can swap out spells in your book after a long rest. So for example, you need to make a long jump, swap out a spell that you have prepared, let's say magic missile and instead pick Long Jump, cast it, do your jump and then swap back to magic missile. This is a hugely powerful feature compared to other games that use the D&D spellbook. I do this for summons such as the Quazit or elemental. Cast the summon spell, then switch it to something more useful for combat. One thing of note if cast long strider, then swap it out in your book, it negates the spell. On that note Ritual spells is something that I didn't realize early on, but are amazing. Long Strider for example is a ritual spell, it costs not spell count to cast, so cast it on all your characters so they get more movement in combat.
The biggest one for me is definitely the access control you were talking about for your ranged/spell casting characters. Removing ladders or creating difficult terrain around them can turn a lynching into shooting fish in a barrel!
The advice about using the environment is on point! I wasn’t able to recreate the halfling barbarian barrel strategy to clear the entire goblin camp, but I did it on a smaller scale within the defiled temple by climbing boxes into the guarded room full of explosive barrels 😂 Also, it doesn’t matter how far away a character is from the group, you can teleport items from any member to another no matter the distance.
Something I learned recently is that you can learn spells from scrolls you have with Gale. Make him the active character, go to his spell book and there is a scroll + icon button. You must meet the spell level requirement and have enough gold to learn them
These videos have been extremely helpful. I havent played a game like Balders Gate in a long time. I was playing at first and was thinking how hard it is. Then I realized I didn't have on the right armer, wasn't using the right weapons, and so on. The amount of control it gives you is insane. I am used to the games that basically hold your hand the entire game. But i cant get enough. The game is a lot easier now that I realize you actually have to think a little.
Tips from someone who likes playing a Bard too much, use your bard wisely to get an extra short rest… giving health back and replenishing spells for warlocks, rages, bardic inspirations, ki, etc. a bard can make your party go 50% farther before needing a long rest
I'd add a few. 1) use coatings. poison is the most comman resist in the game, most often it sucks for merely damage. but there're certain items, like Diadem crown, which give arcane synergy, need you to inflect a condition. poison is a cheap way to do that, it's too common to alchemy or very cheap and easily accessed at vendor and only cost a bonus action. some coatings like sharpness, accuracy are very good especially on low lvls when you feel like miss a lot. 2) learn Light. I mean the cantrip Light. Just cast it on yourself or your companion, it light up the weapon and you don't need to carry torch any more. Almost every caster can learn it. It's a hell of difference when you're in act2. 3) understand Imitative. Your dex, equipment, alert feat can give you different initiative. I think it also combine with a random roll to decide who do the turn first but in general the higher initiative would likely to go action first. so prioritize your party with initiative is always a good idea, you want the support class to act first so he/she can (twin) haste the dps. 4) understand Initiative 2. while in combat, the top list from left to right is in order of initiative. that mean the enemies on the right side is likely not yet action. click on it will show their position, if you can kill them first, they will never take any action.
A tip that I know but I am really bad at following myself when playing the game. Baldurs Gate 3 is a game that you can play once and your choices depend on how you want to play that campaign. But this is a very heavy choice game and it's also made to be very re-playable partly because of the choices you make or rather dind't make in your first playthrough. Don't be afraid of choices that you make. They might have consequences to them but nothing game breaking. Like for example to ignore a certain quest that wants to you to give a important item to some rude people that claim it's theirs. I just fully skipped it once I knew what their intention was and will get to that in a playthrough that matches that kind of outcome better... I went to the place tried so many things but couldn't get the outcome that I wanted so I loaded a quicksave before engaging the finale point and turned arround. I think I wasted about 1 hour to figure out how to do the quest but with a my preffered outcome, and I realised some quests just don't fit certain playstyles and will force you into a situation where no answer fits my character. (unless you meta game arround it by keeping certain party members in the camp so they won't hate you for making certain choices and then recruit them after the choices are made, but still that would go against my immersion RPG play style)
Not as much of a tip people don’t know but more of strategy in battles. Summon every mage hand, animal familiar, undead that you can. Even if they don’t do a lot of damage it creates more targets for the enemies. In doing so, less of their turns are causing damage to your main party. A tip: if you are a Druid and summon an undead, you don’t lose them if you change to an animal. I think the skeletons with the bows are OP especially when every party member has one.
I suppose this might just tie into "using the environment" but I personally love to collect all the various explosive barrels you encounter throughout the game for a little extra advantage in particularly tough battles. With a little extra time and stealth you can setup some deadly traps of your own to tip the possible outcome in your favor! Yes these barrels weigh a ton but you can easily send them to camp and also teleport back and forth to camp from your current location at your convenience. You also have two characters at a minimum who can detonate these from a range Shadowheart and Astarion with firebolt, if you lack those fire arrows and scolls of firebolt aren't that uncommon to find in shops or around the world. Also if you're having some trouble getting these traps into the correct position remember mage hand can be employed to great effect here!
If you have a high strength character and a caster that can give them Enhance Ability, the Aspect of the Bull not only gives them Advantage on Strength rolls, it doubles their carrying capacity. Pair this with a feat like Tavern Brawler which increases throw damage and some gear that increases throw damage, you can turn one of your team mates into a mortar (basically).
If I set up a firevine barrel next to an enemy and then throw alchemysts fire there, will the enemy suffer from both alchemyst fire and the firevine barrel explosions?
Thanks Wolfheart 😊 few additions 1. Use Long Rest items/equipment after Long Rest too (like spells) rather than in combat. Pretty sure you can de-equip equipment without losing the benefits too. 2. There are +/- icons on the hotbar to make it bigger and smaller (useful when you have more options than at the start). 3. I believe that some reactions may have requirements to work e.g., when Counterspell-ing (which is a super handy spell), float over the enemy attack name to see its level and Counterspell with at least that level. 4. Don't forget to use special arrows and potions, same premise as using environmental effects. For example, Darkness Arrows are super handy for creating defensive 'walls' against enemy archers and forcing them to move.
Another small tip: Potion effects override one another, when specified. Ex: Bloodlust will override a potion of speed, if consumed secondarily. Take advantage of that fact when an enemy decides to buff themselves with a potion. Martial-Boss A chugs a potion of speed? Toss a potion of Arcane Cultivation at the spell-less jerk.
With that Reaction tip, I also recommend turning opportunity attack to Ask. Often you'll have better reactions (especially on casters) than just making 1 swing with a weapon.
For spells like Mage armour it really helps to get a hireling whose sole purpose is to buff the party at the start of each day then be swapped out and sit in camp while your main group head out buffed and with all their spell slots intact. This gets even better when considering classes like Transmuter wizard for the hireling buff bot who at lv6 get a special stone they can give to another party member that grants Con saving throw proficiency among other options.
@@benkelly7182 There are 3 difficulties, Story (you will basically never fail), Balanced (You will fail if you misplay or don't understand certain mechanics), and Tactician (you will fail quite often and need to play well). Tactician also costs more resources, things like long resting require 80 camp supplies instead of 40 on balanced, so unless you're picking up all the food you see you wont be able to long rest as much.
Loved this video because there are so many spells to keep track of! I knew about magic armor and Im trying to write down on a notebook all similar spells to be cast "at breakfast time" or right before combat. I did find I was making a mistake with vendor attitude increases (via barter) but this probably deserves its own video. You can't just choose your highest charisma companion to sell stuff. The moment you dismiss it, the vendor's attitude towards your party resets to 0, no matter if you bring the guy back just to sell stuff again.
I dont comment often, but this is a great video! Turn based rpg combat has never been my jam, and this game has been stumping me here and there. Great tips.
I like how they re-brand TV Dinners for the stuck up gen z kids. Are you too busy to eat? Is your mom not there to make your meals anymore? That's the long and the short of those TV Dinner delivery services. They just put a trendy label on the outside and say "dietician approved" and kids who can't take care of themselves but have their first job out of college will buy them.
Excellent tips all around, and i'm sure everyone has forgotten these at one time or another. There is one more tip that you forgot to add. "Know what is in your inventory!" Just got finished with the Spider Queen fight. In Chapter one, damn near losing many times because of poison damage. Then, after the fight, as I was healing up, I noticed one of my characters had 4 potions of poison resistance. DOH!!! Thanks again for reminding us how amazing this game really is.
I would say to use your bonus actions when you can. Shove is the best bonus action. You can often give them fall damage or push them away so you can disengage without getting an opportunity attack on you.
Thanks. Here's another tip: in combat, the dashed outline indicates that a character can take a turn. Sometimes, it's better to choose a specific character rather than following the default order. For instance, if I want to launch an ice attack that damages the target and also inflicts damage around it, it's preferable to execute that action first BEFORE sending a melee character to attack.
Love Allll the content! I am new to your channel, But I read the Dark Elf Trilogy about 20 years ago, and you connected the dots... I had no idea at the time I was reading D&D material.... But I really loved those books more than any others and they stuck with me..
I would recommend having hirelings casting spells such as longstrider and warding bond on your characters and letting them wait in camp as those spells won't go away when they stay in camp. Though it's a little tedious, you can save spell spots ans points.
Wait, are you saying I can have, say Shadowheart, buff us with Bless, then switch her for another companion, and go out of camp with a buff that lasts the whole day??? That is crazy good!
@@erfbeto Sorry for the late reply. Not Blessing as it ends in ten turns. You can let hirelings cast spells that last until long rest and do not require concentration. Some examples are Longstrider, Mage Armor and Warding Bond. I got a wizard hirling to cast Longstrider for the whole team and a cleric hirely to cast Warding Bond on my front line characters. Especially for the cleric, I reclassed the Gold Dwarf barbarian to a healing cleric for maximum HP so that she can take more damage. Just be aware of her HP and come back to camp occasionally to heal her up. You don't even need to use any potions as she can heal her self.
As a PS5 player, this channel along with old Mort is literally keeping me sane in Aug. Sept can’t come quickly enough and you have just enough info for a fun first play without spoilers. I’ll get to your play throughs after my first. Thanks Brohahn
I have a few beginner recommendations: Press (or hold) Alt often when exploring new areas, since it will show you what items in your vicinity you can interact with. It is very easy to miss a backpack with a hundred gold stashed away next to a bridge if you don't use this feature. If your character is proficient in using shields, consider using one, because unlike tabletop where you lose your shield +2 AC bonus when you switch to your 2-handed ranged weapons, you actually maintain that +2 regardless of whether you are using melee/ranged/holding a torch Unlocking Withers early on in the game will REALLY help you fix any mistakes with your character build. You can even use this feature to restat your companions, in case one of your companion's default class/subclass is undesirable to your playstyle. I'm surprised Larian locked this feature behind a dungeon...I was quite far into the game before I discovered this feature, and I wish I had known it sooner (I really liked the fact that Shadowheart was our cleric but I found her trickery domain a little hard to play...didn't know I could switch it to something else)
I've got a couple tips to throw in. You briefly touched on it, but using Turn-based mode to pick pockets allows you to take your time to pick and choose what you want to steal. Also, breaking your pickpocket off from the main group allows the thief to get away easier when the victim starts looking for the culprit. My other tip is switching to another companion while in the middle of dialogue to have them cast buffs if you need to pass a check. Swapping over to your Cleric allows them to cast Guidance and/or Enhance Ability on the speaker. You can also switch to a pickpocket while the target has turned to engage the speaker.
One tip you missed is to make sure you are using any spell that automatically increases your damage on an enemy, like Hex or Hunter’s Mark. It’s easy to forget you have them, especially if you’ve accumulated lots of magic items, class abilities and spells.
One of the best things that helped me as a beginner was the shortcut T. It can keep open all the popups, and you can get explanations to all the highlighted words. That helps a lot in understanding the game.
I've made quite a few of these mistakes. I'm barely at the start of my play time with this game so happy to have learned these things fairly early. Appreciate this guide.
I have annother very niche tip: if you have spare companions in your camp that you are not using, respecc them to transmutation wizards and give your active party a collection of transmuter stones (movement speed, resistences etc.) in the same vein: skill one of them as a priest and cast hero’s feast every long rest on the 3 remaining party members.
@@KaitouKaiju based on what situation? In my first run there we only 3 people left beside me :P in my second run there we a few more but I liked the ones I had. Switching all the gear and respeccing all of them to match my original party was too much effort. I’m my third run I’m playing solo.
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🔺CORRECTIONS / More Tips: 1: Aid raises HP maximum, it's not technically "temp HP."
2: A few people were telling me that you may actually not want to raise your max saves to 50 as it takes up a lot of space.
3: To inspect a creature you can just hit "T" when your cursor is over them. That saves you a few clicks
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Hi Wolf! Thank you for the info about autosaves. I didn't know there was a limit.
#16. One really great quality of life tip I have to offer is to hit and hold down Ctrl, then proceed to left-click items. They'll get highlighted with a white boarder. From there, you can right-click to say "Send To Camp" or "Add To Wares". This makes looting much faster, and makes selling items to vendors immensely quick as there is an option to "Sell Wares" which will immediately sell all items that you marked as "Add to Wares". You'll save an immense deal of time by learning to do this. The other tip would be to use Backpacks & Pouches to store say Scrolls, Potions, Arrows/Throw Items. You can then drag the Backpacks/Pouches down onto your action bar. When in combat, you can click it to open and have access to whatever you've stored inside. This frees up clutter and makes locating that particular item much easier and overall more quickly as opposed to having to rummage through your entire inventory or even having to auto sort it by say type/weight which you may not want to do.
#17. The next one is thrown potions. Drinking a potion uses a Bonus Action whereas throwing a potion requires an action, however if the throw is positioned correctly you can get additional targets in the splash radius. This can be good if say you have two frontline oriented Martial Characters who've both received damage. Move the one next to the other and throw a potion to catch both in the proximity of the radius. As a result, both Characters will receive healing from the potion vs just a single Character. Also, this can help you revive a fallen character from a safe distance.
did you just put that food with the cardboard in the microwave !!! ??
Thanks, Wolf
Few more things to add maybe for the next videos:
1. Don't forget that if something goes wrong with your build you can respec it, don't hesitate to try it is very cheap
2. Don't forget to use your potions in hard combats. They can help you a lot. For example, speed potion one of the best or invisibility can really help if you have no invisibility spell or won't spend a slot for it etc.
3. Use your enhanced arrows often; they are cheap, and you can buy them every time you visit the shop. But effects are really fun and useful especially if you use terrain specifics like dirt or water or shoot acid first to decrease AC for tough enemies. And for hard battles, you can use powerful arrows like drow poison or double-damage arrows
4. To increase your experience with the game It is good to have a way to talk with animals and the dead (at least with one person) There is a lot of fun and content for that
5. Use Alt to highlight loot in the area (for example alchemy) or ~ to highlight objects around
6. Use your pet's or cat's form of your druid to scout the area around or enemies' positions
7. For hard battles it is always good to summon all you have before battle like hands, pets, elementals, and imps. They can really help disturb enemies and take hits instead of your team
8. Remember that some of your spells are Rituals and do not require spell slots so you can cast as many as you want as cantrips. It is good that at least one of your character have those like sprint strider, jump etc.
9. You can color your armor and other elements it is cheap and fun )
10. Bonus, cheat like: the exploding barrels are gods of BG3 and can help you to win hard battles if you use them properly ;) (you can even kill Dragon 10 level using them with one hit...)
Hope this help )
Factor meals are almost $13 a meal.
"... such as Cleave which allows you to hit multiple enemies at once"
It only allows me to miss multiple enemies at once
This put a smile across my face.
Yea cleave is the worst especially when I was first trying to figure it out and it would tell me it'll hit the enemy but then miss and waste turns
I used cleave with the bs enemy’s after you hurt Orin,
It’s best at least for me when I have it on my Padlock for smites or Berserker Karlach in case it misses… really don’t use it otherwise tbh.
I was having the same until I noticed that the faint highlight on the ground when you select it helps you to aim it.
a tip i'd add is to switch your characters back to their melee weapon after making a ranged shot so if someone runs past them they will make a opportunity attack
I had no idea this was a thing. Luckily I usually put the ranged strikers far away
But in DND rules they ~realistically~ would not have enough time to revert back to a melee weapon during the 6 seconds or so it would take for the enemy to attack. Turn based makes everything SEEM slower, but let’s remember most of everything in combat is happening at the same time.
Omg i was wondering why theyd let people go sometimes lol
How do you do this mid combat on console?
omg!!!
the 3 spells you need to cast as you finish the long rest:
Speak with dead
Speak with animals
Detect thoughts
The 3 of em are until long rest and rituals. no spell expended, useful all day for your resident charisma based character.
How can I cast speak with dead without a corpse?
Longstrider?
Ignoring Longstrider here is a crime
@@HarrHarrHarrifyCarry a body with you
Longstrider as well, and even tho it’s not a ritual, always cast mage armor on your wizard if they’re not wearing armor
My biggest fail was not knowing u could throw potions at your team. This can be so useful and save lives. Definitely needs to be mentioned
Yes but its always greyd out for me. is that an action? I dont get it :((
@_TheCakeIsALie_ yes it is an action to throw. So you will have to have or use action point to do it. And it can be buggy with sometimes hitting your teammate vs next to them and percent that it will actually hit them and heal them. But it does work and life saving imo
Final Fantasy Tactics chads already knew what's up.
Tip be carful on bridges, you can destroy some of them which results in an install kill.
I just learned something new
One tip that saves thousands of gold. Use the character with the highest charisma to initiate the trade.
Not neede if you have warlock. You can get with them all gold of every trader every long rest thanks to bind weapon. Choose random weapon bind it to you and equip it. Then talk to vendor offer random weapon then move that weapon to the main hand slot that changes your binded weapon. ANd woala you can barter the vendor to all of his/her gold thanks to this cos the binded weapon cant be sold like ever even when it s counts as gold worth to sell. You can do this with every bindable weapon and class that can have bind weapon proficiency. It s in the game from the begining of the game so it probably never get fixed as we all know Larian is not keen to fix their games from things like gold exploits, barelmancy, door phasing and stuff like that. And in case you dont wanna play warlock you can use Wyll at lvl 3 then respec him back.
Small tip: Attack with Pommel Strike before your main hand attack! Pommel Strike may inflict the "Dazed" condition on the enemy. This hinders the enemy's AC (armor class) benefitting from their dex modifier (meaning they are easier to hit).
Use the examine feature to seek out an enemy with a high dex and an armor granting dex bonus to the AC (all except heavy armor) and pommel them! They are now more likely to be hit for two turns (and your main hand attack if you used it after)
Great tip.
This is correct, but if you’re using Great Weapon Master, you might want to save your bonus action attack in case you crit/kill a creature to make a full-damage attack instead.
that's what she said@@SnowmanStudios75
You can even chain that enemy disadvantage. Let's say you not dazed but make enemy lose balance so next hit has advantage right. Instead of heavy hitting, you can throw in a guiding bolt in there to keep the debuff rolling.
@@ChoperJoJois it? Awww poor you. 😂
One tip I would highly suggest is to not be afraid to long rest - lots of times I forgot or didn't think about long resting after a combat encounter just because I still had both Short Rests still available, but after a fight that takes up a lot of resources could be detrimental to any upcoming fight if you don't have spells available.
Yeah, other RPGs would require a party member being skilled in lore or require a party to gain experience fighting a new enemy before learning all its strengths and weaknesses. But this game is difficult enough already! xD... perhaps something the mod community could implement.
There's one caveat to long rests. This is from Larian in a recent interview:
"It’s not about how many long rests you take. but when you choose to take a long rest can have an effect. For instance, if you enter a town and see an inn on fire and you immediately decide to go to bed, that may have consequences."
Take as many long rests as you want but be aware of the events that unlocked around you.
I've been reading there are quests that will fail if you long rest too much, or if you enter certain areas and long rest without completing those quests. I don't know how many of them there are, but it's kind of frustrating that the game doesn't tell you when quests are time sensitive.
@@VincentAdultmanbearpig But on the other hand it seems that you could loose entire story parts and conversations of yoiur companions if you dont rest frequently and this way skip the first part and never get the chance to come back to it.
More than this - if you are using a full martial party and not needing to long rest often, if you fail to king rest enough to check certain story line points the illithid specimens may bug out and disappear from your inventory after a certain goblin encounter. I have lost two play through due to this.
One big thing I learned. Ritual spells are FREE to cast outside combat. So they don't use a spell slot. Stuff like Longstrider, silence, speak with animals, and etc. Being free is a huge benefit.
How is silence useful out of combat?
@BenjoCovers sometimes you just want to take minute to yourself, cut out all the outside influences with a nice comforting darkness and silence spell and really focus on that alien slug gnawing on your brain.
For real though, no idea why they wrote silence.
Silence prevents all sounds like an enemy raising an alarm or picking a door lock
@@BenjoCovers If you need to hack down a door, blow up a wall, silence an alarm etc.
@@Lahk1 lol
As a full-on beginner to this game who just started playing a few days ago, this is insanely helpful. Thanks so much for the tips.
Same here
I started yesterday!
I needed the tips because dear god i spent like 2 hours on a fight yesterday , and out of pure luck i was able to finish it, Lazael had 1 point left while everyone else was downed. That 1 point saved me another 2 hours lol
@@fay4967 Top tip. Don't be afraid to turn down the difficulty. I had it on the middle difficulty most of the game, but hit a wall near the end of Act 2. I kinda started getting burnt out and not enjoying it as much. I turned the difficulty from there and had way more fun the rest of the way.
@@FearTheTurle21 this was on the easy mode, mind you 😂😭 i am a gamer but im a clam gamer, like when i played skyrim , i toggled "god mode" on so i don't die, and im mostly interested in visual novels etc. I'm genuinely enjoying bg3 but it's a shame there's no "god mode".
And thanks for the tip ^_^
@@fay4967 Lol fair enough. Play however lets you enjoy the game the most. BG3 is an amazing experience and I didn't even have any D&D knowledge going in. So get lost in the world and just enjoy the ride 😄
I love the icon for turn undead in this game.
"No! Bad skeleton! Go sit in your crypt and think about what you've done."
😂😂😂😂
I'm never going to unsee this lmaooooo
Lol yeah. I love the design of the icons in this game
My biggest tip: Your spellbook isn't limited to daily preperation. You can freely swap spells within your spellbook as long as you slots to cast them or they don't have a rest requirement. Of course you can't swap in combat, so do not be afraid to swap your spells around should you need one.
I’ve swapped spells in combat!
@@cosodesign8953 I'll have to check that out next time I play. That sounds like a bug but I wouldnt complain.
I think this was mostly to get around the ritual spell issue, because they didnt code rituals to not need to be prepared to cast, so now you cast it and swap it out.
Yeah, this one threw me for a loop. In 5e wizards specifically have the ability to ritually cast ritual spells from their spellbook without prepping them beforehand. I was confused when this didn't seem to be the case in BG3, but eventually realized that I can just change my prepared spells anytime I want so it doesn't matter. It IS a little clucky though to open the spellbook tab and mess around with prepared spells in order to do this. I wish that are least wizards could add non-prepared spells to their hotbar and cast them out of combat. You can add them to the hotbar, but they won't work unless you go through the process of swapping them in.
I was about 20 hours in before I figured out I could do that, but just found it randomly on my own lol
To Note: Extra Attack works with BOTH weapon types, meaning you can swing a sword and kill an enemy with your first attack, then swap out to your Bow (by pressing F) and shooting at another enemy.
Here's a crazy thing: If you're fighting a whole bunch of small, easy to kill enemies(that die withing 1-2 attacks), use an Elixer of Bloodlust. It not only gives you an extra action after killing an enemy, it will reset your Extra Attack skill.
@@oldsk0olYup, it works this way in the tabletop too
Remember to switch back to your melee weapon before the end of your turn or you wont get Opportunity attacks unless you have the feat
@@pskovcaor your shield AC
@@oldsk0olbecause it's an extra attack, meaning every time you use an action to perform an attack you get two swings
Press T for quick inspect enemies. As a D&D newbie it's so satisfying to use effective damage or avoid wasting a turn. I do wish there was some form of loremastering tied to this.
BTW i really appreciate how you try to keep these videos spoiler free, i've only managed to clock in 30 hours so far and since i'm exploring every single blade of grass i haven't even completed the grove questline still, so yeah very much appreciated.
they reward you for playing that way pretty often, IMO
Great tip. Did not know that shortcut existed!
Well, you cant expect it to be 110% spoiler free when you are clicking on a TIPS video. Kinda asking for it tbf. :)
@@gollese It says "beginner's guide" in the title.
Pressing T while the cursor hovers over something will lock that description on screen, allowing you check out what various terms in the description mean without the description disappearing when you move the cursor.
For 15 I always have “Ask” checked for Reactions. I like to know in detail what is happening every turn rather than random spells/reactions popping off.
After beating the game several times you sorta know when to long rest based on the upcoming encounter. But if you’re new just know this, outside of very few instances where Long rest does something, most cases you can long rest as many times as you want
You can throw a health potion at a character to heal them or revive them when they need help instead of using a heal. Great video Wolf!
If you aim at the ground, throwing a potion turns it into an AoE heal, so you can heal multiple characters at once.
Do this with pots of speed also
That said, a thrown potion has a chance to miss each target in its splash area when you do that, so use caution.
Come on that’s the tip on every BG3 tips videos
@@Dannihilate I do this with Feather Fall potions; pop one on the ground, cluster your group around it and then attack the potion. The whole party gets Feather Fall using a single potion.
Oil or Grease + ANY fire cantrip is fantastic for dealing with mobs.
The Grease spell in particular gets two chances to be effective: if they make their saving throw against falling prone, you can now repurpose it as an AOE zone of continuous fire damage.
And if they are standing next to a torch, Grease will _immediately_ catch fire.
Just make sure that you don't step in it yourself... when the floor is covered in blood it can sometimes be a little bit difficult to see where the Grease patch begins. 😅
I wish alchemy would allow the making of grease bottles for throwing
Who knew they had so much blood in them
My top tip would be using jump for positioning. Almost every time I can travel farther with a jump involved than by running overground. Meaning my character can get to striking distance. When I started I didn’t think much of jump, but now I use it on practically every turn!
However, jump uses a bonus action. Might prevent other plays
Started doing this recently, makes the game more fun as well
You can have a bit more of a epic feeling on a high athletics character, such as fighter. A risky jump into the center of battle leading to a victorious sword slash just feels bad ass.
Also, Laezel has HOPS. With her jump ability and an enhance leap ability, she can easily clear tall cliffs in a single jump. Or jump all the way across a battlefield to flank an enemy.
jump scales with strength so Astarion, Gale and Wyll wont benefit from this because they have 8 for the basic, thats barely enough to get across most open world gaps.
You are not wasting inspiration points. You are turning them into experience, which is also very valuable. I don't spend my inspiration on purpose
Here's a tip that I missed early on: When you use the revivify scroll, you can relocate the target. As a 5e player, I just assumed the spell worked basically the same way as 5e but it's WAY different. It doesn't require touch, it can be used on an ally that fell off a cliff (a spirit orb thing appears that you can use it on) and it can teleport them to a safer location. This is very powerful, and despite the UI saying something like "click location" I was ignoring it as just being weird text for picking your target and failed to take advantage of this feature until well into Act II.
Yeah that's a holdover from divinity. It's weird being a player of both cause this game is like this weird Frankenstein baby. (not that divinity didn't already have a lot of tabletop dna stuffed in under the hood)
HOW ??
My tip: use the + button on your hotbar UI to increase the number of rows! First thing I did when getting each companion was take a minute to increase the rows and put all my spells in a standard order, sorting by melee vs range, level of spell, action vs bonus action, putting those ritual or once-per-long-rest spells in a standard spot to make it all easier to remember and to find. It takes some up front time investment but man it has made it so much easier.
Silly question: how did you rearrange your spells? Been trying to figure it out
@@maximef1 Hard to describe without pictures, but I might end up rearranging stuff anyway. I'll give it a shot:
For my standard actions in the leftmost section, I have my actions along the top row (dash, disengage, etc), bonus actions on the second (jump, etc), melee attacks on the third, and ranged attacks on the fourth. I keep the top two rows the same across all companions so I always know where they are. Skills from items go in the bottom right corner of that section.
For spells in the middle section, I keep my cantrips along the left wall in a vertical line. Then I leave a column empty for visual ease (this might change for some of my spellcasters as things fill up). Then I have level one spells along the top row, level 2 spells on 2nd row, 3 on 3rd, 4 on 4th. Again might need to change this as I get higher level, or I might combine some rows together for space. Actions on left side of the row, bonus actions on the right side of the row.
I make the items section one column wide. I keep my items in a bag and put the bag on my hotbar so I just have health pots and my bag and maybe one or two other special items there.
Hope that's helpful!
@@maximef1 to actually start moving stuff around, make sure the hotbar is unlocked (there is a little lock icon showing if it is locked or unlocked on the right side of the ui)
@@liizardwiizardoh lol I think I completely misunderstood the question, thanks for chiming in. I'll leave my comment in case it's still helpful for anyone.
@@Sephalia Your hotbar setup helped me get set up, as I really did not know what I was doing or how to organize it. I just wanted to say it helped me immensely, thank you
If you come across a trap while in group mode it's a good idea to hit shift+G to ungroup your party members so you can safely disarm it without your other party members blowing you up.
Dude, right! I've lost count of the times I've had my party call out a trap, only to then walk right into it.
@@Dannihilate
"Oh man look at this, trap!" *steps on it*
"Did you just step on that on purpose?"
"No I just... you know... I didn't really see it"
"You just pointed it out to me!"
(ruclips.net/video/vtZ-lbXthUc/видео.html&ab_channel=jolietv)
isnt it just G?
Also, if they're far enough away, they will autoroute already exposed traps. But if they're too close, they may accidentally trigger one due to lack of routing space.
If you want the party to quickly stop after someone spots a trap just right click with your mouse. Everybody will stop their current action (which is walking in this example).
biggest mistake i made is not exploring act 1 enough, later realizing there were SO MANY QUESTS that i completely missed out on, like the monster hunter, laezels entire thing, wylls entire thing, like i never even met karlach or did the hag swamp quest and i regret it so much. I was paranoid that if i dont move on with the main story asap its gonna be too late or somthing lmao
Yeah I never met laezal again after the prologue
@@Solairethedarksoul some tips for power, especially early game:
-after getting withers, have a hireling for Aid and Longstrider(lvl 4 ritual spell) and just cast these in camp.
-killing the spiders in the whispering depths creates a pool of basic poison you can return to, dip ALL your weapons in this after every long rest
-rogues can dual weild hand crossbows and shortswords. these allow some great damage, and if you take the option for an extra bonus action, you can make a second offhand attack. Lae'zel can dual weild scimitars, which is better than a greatsword and pommel trike, as pommel strike can only be used once per short rest.
-save the 2 guys with the gnolls, and either let them return with the package, or deliver it UNOPENED. the bottle contains no loot, only a monster that will try to kill you. but returning it will allow you to buy some really cheap gloves that grant advantage on slight of hand checks (picking locks, disarming traps) which means you roll 2 dice and take the better dice, almost negating the chance of rolling a one and with a rogues other bonuses, they'll clear most traps and locks with ease! (letting the vampire drink your blood will add a +1 bonus as well)
-the chained familiar warlock path allows a warlock to summon an imp, which can cast invisibility on itself infinitely. this flying invisible scout is great at doing just that, it can scout everything, as long as there are no doors blocking the way. this allows you to find the best approach to most encounters it can also attack things like alarms and rope ladders, or weak enemies, then vanish quickly and fly to another spot, losing the enemy.
ladders can be blocked if you move a couple chests and barrels to the top of it. this can force a melee fighter to throw things at you (if they can) with a height disadvantage, instead of attacking, and is a great way to deal with many bosses who are far stronger than you.
-rogues automatically crit sleeping targets. it's a great trick for assassinating and getting out. casting sleep on a roaming guard and taking it out is risky and you will want to hide the body.
-explosive barrels and firewine can make quick works of most fights, if you can set them up in advance. this can turn a fight you are struggling with into a pre-emptive tactical strike. send all barrels you find to camp,a nd pop in and grab em when needed
-sussor blossoms can be stored in your chest and brought out when needed *underground. throwing these at constructs disables the magic operating them, and silences magic users. if you are going to betray a spell caster, having a bloom casually placed in a chest, then hitting them with grease and web at the start of the fight, will effectively render them useless for the rest of the fight. you can also set this up as a trap and kite them into it through a narrow passage if you can hide around a pillar or wall.
-barrel and crates can make a fortress anywhere. you need crates to walk on, barrels for support, and if needed, heavy chests to add a bit of defense to the front wall. fighting from high ground gives you the advantage and them a disadvantage on ranged attacks. (this means you roll 2 dice and pick the higher dice, while they roll 2 dice and pick the lower dice)
-fire and water don't mix... either through alchemist fire and a pitcher of water, or barrels to do the same.... BUUT if you hit something with electric damage inside the resulting cloud of fog, it turns into a thunderstorm. very shocking. any action/bonus action in the thunderstorm will cause a shock effect that can chain to everything in the stormcloud.
-lastly, I cannot stress this enough: do not underestimate the power of a barricade placed in advance and an invisible, flying scout to draw them in.
@@kevinsears7300I wish I could save this comment so I’ll just screenshot it lol
@@CollectiveDivineConsciousness glad to help. If you are using shadowheart, you might want to respec her to change her subclass from arcane trickster to the life one... gives her heavy armor proficiency and adds to her heals
Ive also been playing around with a halberd build using sentinal and polearm mastery feats, which work great together. Polearm mastery allows you to use your extra action to attack an enemy coming into melee range. Halberds have an extra 50% range to other melee weapons, and sentinal prevents movement on targets hit by extra attacks. Then karlach hits 2x as main attacks, once as a bonus attack, and backs away so the enemy has to chase her, enter melee range and gey stopped again. Works well on singular strong melee enemies who dont have extra reach. Definitely better than greatswords ^_^ though its a bit later game than dual weilding scimitars (or getting the trait for double longswords) its definitely worth checking out.
What's the point of rushing a game that has saves? U sound ridiculous, mate 😂😂
As an additional note about Mage Armor: you can NOT cast the spell and then swap it out for a different spell! It must remain prepared (unless it was cast from a scroll or some-such) or else the Mage Armor status will vanish. So if you're going to use it, be well sure that you plan to keep that specific spell preparation slot occupied by Mage Armor for the rest of that day.
UGH, they're still doing those stupid Telegram scams.
You can however have a different wizard at camp cast your longstrider, mage armor, and dark vision so that the wizard you play with can prepare different spells
i love the old school feel and mysticism of playing without guides or tip vids etc, but i caved and some of these however just made me go "duh, why am i not doing this", im certain my next log in will be much easier for having watched this, i appreciate you.
If you're only planning on playing on one platform, I'd HIGHLY advise you to turn cross-saves OFF in the options menu. I've ran into issues where I would save and then would sync to cloud save, but that notification would persist for close to half an hour, making me unable to save again, especially right before combat.
That only happens when you have cross save on for multiple platforms in my experience. Cloud saves should be fine now
Cross saves not cloud saves, the option in the game settings rather than the out of game setting in steam or the console.
Yeah I had to turn off my cloud update since it was preventing me from saving or even loading
@@KazumiKiguma Thank you for the correction, that was what I initially meant when I said that.
Quick correction: Aid does not give Temporary Hit Points, which is a proper noun term in this game. It increases your hit point maximum by 5 temporarily. This seems like a minute difference, but because Temporary HP doesn't stack and you have to choose at most one source to keep at any given time, it's important to note that Aid and any source of Temporary HP do indeed stack!
Don’t forget that Aid can be upcasted with an additional 5 HP per spell level. Incredibly good
You can hire hireling for your aid bot, and if you're abundant with revivals option you can make your benched hireling cast warding bond on you, sure hireling will die but meanwhile that's 1ac and damage mitigation buff for low levels
aha! I had noticed a difference between health totals going up (Aid), and remaining the same but having an extra smaller health bar (THP) but couldn't tell the difference, though tit was a bug. Good to know that's intentional and they stack, thank you!
Party Inventory.
It's not just for ease of moving items from one party member to another.
Any party member has access to any other party member's items while party-inventory is up. That means that during combat, party-member A can use a healing potion kept in party-member B's inventory with a bonus action as if the potion were in party-member A's inventory without penalty.
It means your wizard can access the scrolls from another party member's pack through party-inventory and cast that life-saving combat/protection spell that would save them/the party if ONLY you had remembered to move the scroll to their inventory before the fight. Good news! You didn't need to!
Well I feel dumb throwing potions at Gale's face for 3 acts.
Oh that little horn-toad loved it.
@@TybudX
It means you can build massive crate and barrel walls with the combined carry capacity of 4 people
It's not dumb. Pocket sharing is pretty silly in a DND game. It also takes away from the strategy and immersion. Pocket sharing really shouldn't work, at least on Tactician.@@TybudX
@@TybudX because there are hundreds videos that say "you can throw potions" and not many teach people how to play DnD. I've had some experience with DnD but I still find the amount of stuff to juggle overwhelming
Something worth mentioning regarding examining enemies is that you can do it without right clicking. The same button you use to expand items and spells (T for PC) can be used to examine enemies. Just hover over either the character or their portrait in the combat order and hit T.
It's a minor change, but it's nice to not have to do those extra steps in the middle of combat. Especially against large groups of enemies.
Biggest mistake you can make is to save scum to your heart's content and not limit yourself, it can ruin the intended "tabletop" experience of the game, and it can turn dice rolls from exhilarating game/story deciding moments to a mere chore where the only consequence is how many times you'll press F8. That makes the game so much worse, it takes the weight out of conversations and combat decisions.
The game is built so that you can fail any roll and still keep going, and if you want to retry a roll that's what the inspiration mechanic is for, you don't need F8, rerolling is already built into the mechanics and balanced as a resource in an interesting way. Unless you die, but if that's the case then reloading to the last save is natural. Same goes for if the game trolls you in some way by having a mechanic misbehave, or something happening in a way you didn't intend, then reloading is expected too. But otherwise, keep reloading to a minimum and the game is ten times better.
My one tip is take advantage of dipping your weapons via flame or poison, etc, before a fight kicks off. For example, you can use a candle in the environment (without needing a candle in your inventory and dropping it into the environment) to dip your weapons with. Also, throwing torches from higher ground at your enemies is OP!
Apparently you can dip in water and shoot out torches
You can dip your dagger into a flaming enemy then stab them with fire damage
It’s not op you’re just playing on balanced lmao
@@blothsear7289 No, I'm playing tactician. Throwing torches from a high ground has the blunt damage AND fire damage. It's nice. Dickhead.
@@zombieinfernoin what situation is this useful?
Missile Snaring is fantastic. Lae'zel took all the ranged attacks in the goblin camp and just kept snagging arrows and mitigating damage while my party mopped them up.
You can also Examine doors that you want to break down, indicated by them having an HP number. Usually they have modifiers for at least one of several damage types: slashing, bludgeoning, and fire. You can also get explanations of their traits. Such as Sturdy requiring 10 points of damage in a single hit to deplete the door's HP. In the case of a weakness to fire, hitting level 5 for Firebolt to deal 2d10 helps reach that 22 point threshold for breaking down Medium Toughness.
Oh hell, I did NOT know about the sturdy thing! Thank you!!
The other important reason to make reactions ask instead of go automatically is that you only get 1 reaction per round. If you have both Opportunity Attack and Missile Snaring on automatic, then whichever is the first to apply will go off and you won't get the chance to do the other. That means if you want to punish enemies from moving away, you don't want a random crossbow plink to take away your Opportunity Attack. And if you don't care about that Opportunity Attack, but there is a scary ranger that could potentially devastate you, you don't want your chance to Missile Snare to be taken away by swiping at someone.
Reckless Attack and Shield are examples of conditional Reactions that you don't need to manually use. The game will wait for a situation in which they might matter, and show you the problem (your roll will miss; their roll will hit) and then gives you the luxury of knowing, mid-attack, that you can use effects like this.
It's like having a chill DM giving you a chance to retcon your gamble because it failed. Very common in tabletop gaming lol
Would suggest 2 things as well: 1. Do a hard save occasionally because you can name those whatever you want. It's better than "Auto Save 39," which may not be enough information (especially if you ever have to load a save from a while before). 2. If you need some type of potion (for me, it's always Potion of Speed) or crafting materials, you can go to camp, partial rest, come back and recheck the vendors. They get new stock everyday of many items (Potions, Foods, Materials). You may have to visit several vendors to get what you want. If you're still at a point where you can visit the Underdark, definitely doing this partial save strat works to allow you to get materials and such from the 3 vendors that are in the Myconid Colony. It's a good way to stock up without having to hope you'll find the right materials or just stumble on the right potions/elixirs you want.
You should definitely use 'T' to examine, especially useful on enemies who employ illusion as you can often spot the "real" enemy because unique equipment features don't replicate on the illusions!
Yeah, with the hag examine when she uses illusion on Mayrina. One has darkvision and the other doesn't. Helped very nicely.
It feels like exploiting meta-info to me haha
I don't think I'll use this tip, but thank you for pointing it out
@@arenkai RP it with only the party members who have proficiency in insight or investigation.
wait no shot theres a hotkey for it i was right clicking the whole time lmao
@@whzpoor double RP by imagining your insight/investigation chracters are telling the party about the weaknesses
Something I found interesting is if you place a crate in your camp it will stay in that position whenever that camp setup is used with the items you put in it. This can be helpful if there are items you want separated from the main camp stash. One example is the owlbear egg, a high value item which counts as "Camp Supplies". In fact, next time I play I'll probably put a crate next to Gale to store magic items instead of lugging them around with me or looking through the main stash to pull them out when he needs them.
@pyrokos88 lol probably. If you do auto-select for your supplies, there is a very good chance it selected the egg since it counts as 40.
It does not select the owl ear egg as food if you auto select
@@gadman85 Auto-select for supplies is bad. All too often it ends up much more supplies than 40. I stopped using it rather quickly just because of that.
@@zombieinferno Yep, I've been decorating my camp too. And have lots of different type chest set up around camp to organize lots of things I want to keep.
@@pietersleijpen3662 I've found that the reason it over-selects is because I had my food stored in stacks and it can only select the whole stack instead of splitting it as required. I've since separated all my food supplies and no longer have the issue. Might be worth looking into :)
One tip speaking from experience. Using too many quick saves will actually make your cpu usage higher from memory leak. I had to move it back down to 10 and my game was playing better and have had no issues since
This guide is actually also helpful for people beginning d&d as a tabletop game, it's really impressive how the they translated how d&d works into the game (I know a lot of early video games used stuff from early d&d but modern games haven't really managed to capture what d&d feels like to me)
My main tip for crpgs and games with a lot of interacting with the environment is to use the button that highlights all interactable things in the environment CONSTANTLY. Set it to your side mouse button and just hold it down while your moving around the world
Important to note it doesn't highlight everything useful though. It won't show all the food/drinks that give camp supplies that are just lying around everywhere (wine is particularly plentiful if you're having issues with supplies). Painting as well don't show but the vendor for a good amount of gold (30-60g each)
Nice tip ... but for immersion reasons i use shift.. i can feel like my char is realy focusing at that moment to try to find stuff
My tip that I always forget to do myself: Remember to Rage, Hunter's Mark, etc, before you attack an enemy, not after. Bonus actions can be used before your main action and it's often better to think about what bonus actions you can do that will help your main action be more effective.
A clear example is someone with parrying active. You could use bonus action to shoot 1-handed arrow to dispell their parry and then hit them hard with main weapon!
This is the BEST card I've seen for a YT vid. You won this corner of the internet that day, Good Sir.
Hey thanks a lot Kelli!
I think it's good for new players to tick ask for every reaction, even the obvious ones. It's a great way to become familiar with the rules of the game and planning
Potions last until your next long rest. Drink them, giant strength, triple your distance leading, speaking to animals etc don’t be shy to take your medicine.
They regenerate? Aren't they a one time use?
One small correction, aid doesnt give the same "temporary hit points" as many other abilities that do not stack. Aid (and also the level 6 cleric ability Heroes' Feast) increases your max hp and stacks with any temporary hit point you might apply.
Also, I think Aid is way more useful IN combat than before. Just like in 5e, having full HP is far less useful than having ANY HP. If you have even one point, you can attack and cast spells and do all your stuff. That makes healing most useful when someone goes down, as any healing at all - even a single point - can massively change the battle. So Aid, being a large area and effecting all your allies, can be used to revive multiple fallen companions at once. And it's a lower level than Mass Healing Word so you get it sooner and it costs less. Plus, it's an action, so if you need your bonus action for something else you can still heal everyone without using the bonus on MHW. For instance, maybe you need to recast spiritual weapon and pick up two fallen allies? Aid to the rescue.
@@Lord_zeel thats a valid argument, altho after having played through most of the game, it's been really rare that more than one character went down at all. I think if your party starts dying so often that you need a reliable way to get them up, i think you should look at fixing the underlying problem and then you wont be needing that! Altho it's true it's very useful to help the team recover when having multiple members down.
@@Bzk-- The underlying problem is usually "shit, that thing just jumped across the map and one hit my caster and rogue" but yeah, the further into the game I get the less this happens. Early on I was getting slammed pretty badly though.
@@Lord_zeelwhack a mole healing is less effective in bg3 than 5e. If you go down, you don't get your full action the next turn after being healed, just a bonus action. So aid can bring people back up, which is great, but they're prone and unable to attack for a full round.
Yeah, aid isn't temp HP it's a base HP increase
For the first mistakes
My suggestion is to make a custom hotbar only with prebattle abilities.
One last tip (for mouse users especially): Lock your bottom tool bar when you’re pleased with it’s set up. You can place containers (back packs, sacks, etc) and select items from that instead of having a ridiculously long tool bar slider. Or you can put weapons (unfortunately you can’t stack a weapon and shield or dual-wielded weapons like BG1&2 but maybe that functionality can come in a patch Larian?). It still takes an action to swap but between containers on the tool bar and auxiliary weapons it can streamline your life. In BG3.
Alot of these BG3 beginner tip videos cover things that are very obvious to me or other intermediate to hard-core gamers. Every tip in this video clarified more nuanced information that I still needed to test out myself, so I greatly appreciate how you cut straight to the point when most youtubers would just pad it with obvious info. U rock man
Cancelling concentration spells is really a must-know thing for players using moves such as Cloud of Daggers, I've had a couple instances where the fight ends and my party members just strut right through it to get back to me
My additions:
16. You can use a bonus action to drink a potion yourself, but you can use a full action to toss one at an ally to immediately heal them.
17. Your characters don't necessarily always have to take their turns in order. So long as two of your characters are adjacent in the initiative, you can do their turns in any order, or even do part of one's turn before the other, then finish their turn. This can be really good if you want to drop an AoE but an ally is in the way. Or if you need to get someone squishy out of melee range and don't want to give up their entire action to do so, you can have someone else shove the enemy (or ally) out of "threatened" range. This also means you'll have time to cast buffs on your front liner before they go in, or lock down the rogue's target before they take their attack.
18. You can shift-click to select tons of items at the same time. Click the first one, shift click the last, and immediately send your entire camp supply pack of food to camp instead of lugging it around or sending it one item at a time. The same for adding items to wares. If you find a whole chest of items your party just has no use for, select them all and add to wares. Now when you go to a shop, just click one button, and all the unwanted goods are sold.
19. Until level 5, playing a caster can be tough. The Sleep spell can help you get through this. It doesn't scale into late game all that well, but there's no save, so you can just remove some enemies from combat and deal with the rest at your leisure. Bless is also really strong, providing both offensive and defensive benefits to anyone it's on, and it's still useful late-game. It's not uncommon for a Cleric or Paladin's first level spells to typically be spent on this almost every fight until they need to bring out the big guns for a boss fight.
20. CHOKEPOINTS. Use them. Keep your squishy casters behind the front line, and use your melee characters to "trap" enemies with the threat of opportunity attacks if they dare to pass. Using doorways, staircases, bridges, etc. to funnel enemies into a kill zone is one of the most tactically powerful things you can do. Especially if you have spells to drop over that area, like Cloud of Daggers, Hunger of Hadar, Moonbeam, etc. And let's not forget the Cleric in full plate with Spirit Guardians up that's standing in the way spamming Blade Ward.
16.1 - if you drop a pot and shoot the aoe is bigger than just throwing it
20.1 - Sentinel prevents enemies from moving after a successful opportunity attack
Great tips 👍
@@GFBurn Or throw a potion at the floor to aoe heal instead of attacking it. Depends really on if you have multiple actions or if you're close enough. In combat, better to throw potions rather than drop and shoot, out of combat you don't waste much time throwing them either.
Also Haste Spore bottle is amazing, but you need to move in it or move out then back in to gain the effect the next turn.
16- If I'm in a really sticky situation I'll use my bonus to drink a pot, and use my action to throw a pot at a further toon, to kind of start a healing chain, or I'll throw it at the floor under me for a double heal
18 is a life changer. Many thanks.
The tip about turning off spells with the x was so useful to me. I run into my clouds of daggers here and there even as a long time player. Excellent guide!
My evocation wizard was keeping my companions from getting hit with spells but then I forgot the cleric didn’t have that and next thing you know my entire party is hit with flame strike 😳
LOL man as someone who is playing as a necromancy wizard, not having that feature that the evocation wizard gets can be rough
Haha, evocation wizard is such a team friendly spell caster compared to others 😄
I thought evo was gonna be a bit underwhelming when we have a game system that allows us to manipulate things more than we would be able to on TT.... but I was pleasantly surprised!
Also a level 10 Evo wizard shooting magic missile with all of the right gear and upcasted can do absolutely ludicrous damage that never misses. It's beautiful.
Yes yes yes magic missile with lightning charges! So good
If you play a warlock, don’t forget you have to re connect with your pact weapon after a long rest. Many times I have gone into a fight without my second attack because I forgot to do this
To everyone who is used to rolling up a character and barely managing their own character sheet, and struggling to micro manage a whole party:
Woo saaahh... Breath in and out, slowly.
1.
Playing a Bard will allow you to cover support, aid, and offense, as a jack of all trades.
Will also show you how basic systems work, like spell splots, cantrips, ext.
It is an awesome class to play as the main character, because they can perform/persuade/decept/intimidated, depending on how you set up your background and proficiencies.
2.
You dont need Asterion to lockpock stuff. But he will do it well.
You dont need Shadowheart to heal your group, but you can set her up to have two healing spells early on.
You dont need Gale (the Wizard) for Utility, but I always take him, because Wizards are made for it;
You can play a mage from any other class, and use Gale to do utility stuff, or, YOU do utility, and make him a heavy hitter all spells no stop.
Great Video as always.
The things I miss as a beginner are backgrounds about the lore, characters, places, chronicles, etc. Missed opportunity of Larian in my opinion. An Ingame Encyclopedia would be so cool.
Adding background for the world faerun or just the swordcoast region, would be a hefty chunk of data. Better to get these infos elswere on the net tbh.
But just from reading books and notes ingame, or even in dialogue, there are some biz and pieces of major things (places, history, factions ect).
@@yumanoid5753 thats what i do now. I'm also reading the Art & Arcana Book from D&D to understand the history and the OG Characters behind this whole World. I would've wished for something like in Mass Effect, with voice over for important things and the rest as normal text, i mean you even have the narrator in BG 3. I can remember my first few hours in Mass Effect 1 consisted of reading the lore. It was so much more immersive to play.
Appreciate that Oak!
Thanks for the video i've literally just had a war with that goblin place and it took me hours of fighting with my party because of my mistakes
You can also have a hireling cast mage armor in camp then leave them there and have any non concentration, til long rest, spells without wasting spell slots
at least for now you can have them concentrating on one spell from camp, too. at least it worked for me once.
@@2411509igwt we’re they still in party? If you want to solo you can have all three in camp concentrating but once you kick them from party it breaks
I don’t understand mage armor it says you can’t cast on people with armor??
@@searst2 it’s for mages and high dex characters that get more from it than light armor
@@searst2you have to be wearing clothing not light , medium or heavy armor
Thank you for your video. I am a brand new Baldur’s Gate 3 player. This was very easy to follow and it is very informative.
Cheers
Important clarification on #1 and #2. If you cast a spell, hide, change weapons, etc then walk into combat within 6 seconds you likely will not have that action/BA during round 1 of combat. Wait 6 seconds at least to ensure it doesnt count for round 1, or as you mentioned, use turn based mode to avoid this risk.
There are obviously more than 15 useful suggestions (Wolf has a solid ‘Greatest Hirs’ tho) and, for Wizards I would definitely add DONT FORGET TO USE ARCANE RECOVERY. Especially at higher levels. For Bards don’t forget to use Song of Rest first BUT let your Fighter use their Self Heal skill (skipping my brain now) first. Same goes for before a Short Rest. Make sure that PC gets as many HP as possible.
I just realized i kept forgetting to use arcane recovery omg that would have saved me a few long rests
NnnnNnnnnooooOOoOooOoo!!!!
Good job working on remembering, tho!😀
Considering that the bard ability also draws from the cutting word pool etc, wouldn't it be better to use shortyrest first?
Bard ability is a one-time shot/long rest. Basically just gives you a bonus short rest. Does not take a spell slot nor does it impact any type of Bardic Inspiration. I like to use any kind of self-healing or rechargeable sell slots up first (Warlocks I’m looking at you) prior to deploying Song of Rest or using a Short Rest. Maxes out your “day” in the world of BG3. This becomes doubly crucial if you use potions/spells that last until you Long Rest
Tip 15 was awesome! I knew about reactions but I didn't figure out only why some of them were asking for my input while others were automatic.
Kudos!
I'd like to add: Sometimes armor can even lower your AC if you have a high natural AC. Putting on armor can in fact lower a characters AC and their ability to make checks.
I'm halfway thru act 2. Concentration spells was the biggest mistake I made, I wasn't used to this rule, coming from other games I played where it didn't matter.
Another thing I didn't realize until recently is that you can swap out spells in your book after a long rest. So for example, you need to make a long jump, swap out a spell that you have prepared, let's say magic missile and instead pick Long Jump, cast it, do your jump and then swap back to magic missile. This is a hugely powerful feature compared to other games that use the D&D spellbook. I do this for summons such as the Quazit or elemental. Cast the summon spell, then switch it to something more useful for combat. One thing of note if cast long strider, then swap it out in your book, it negates the spell.
On that note Ritual spells is something that I didn't realize early on, but are amazing. Long Strider for example is a ritual spell, it costs not spell count to cast, so cast it on all your characters so they get more movement in combat.
The biggest one for me is definitely the access control you were talking about for your ranged/spell casting characters. Removing ladders or creating difficult terrain around them can turn a lynching into shooting fish in a barrel!
The advice about using the environment is on point! I wasn’t able to recreate the halfling barbarian barrel strategy to clear the entire goblin camp, but I did it on a smaller scale within the defiled temple by climbing boxes into the guarded room full of explosive barrels 😂 Also, it doesn’t matter how far away a character is from the group, you can teleport items from any member to another no matter the distance.
Something I learned recently is that you can learn spells from scrolls you have with Gale. Make him the active character, go to his spell book and there is a scroll + icon button. You must meet the spell level requirement and have enough gold to learn them
Thats just wizards in general.
150 hours in and I didn't know this. Facepalm.
These videos have been extremely helpful. I havent played a game like Balders Gate in a long time. I was playing at first and was thinking how hard it is. Then I realized I didn't have on the right armer, wasn't using the right weapons, and so on. The amount of control it gives you is insane. I am used to the games that basically hold your hand the entire game. But i cant get enough. The game is a lot easier now that I realize you actually have to think a little.
Tips from someone who likes playing a Bard too much, use your bard wisely to get an extra short rest… giving health back and replenishing spells for warlocks, rages, bardic inspirations, ki, etc. a bard can make your party go 50% farther before needing a long rest
Bard is my favorite class.
Very powerful and useful
Lol I’m 40 hours in and honestly I needed this cause some of this I’ve found out the hard way 😂😂
lol! Happy to help a little
I've played 30+ hours and I still needed to know all of this!
I'd add a few.
1) use coatings. poison is the most comman resist in the game, most often it sucks for merely damage. but there're certain items, like Diadem crown, which give arcane synergy, need you to inflect a condition. poison is a cheap way to do that, it's too common to alchemy or very cheap and easily accessed at vendor and only cost a bonus action. some coatings like sharpness, accuracy are very good especially on low lvls when you feel like miss a lot.
2) learn Light. I mean the cantrip Light. Just cast it on yourself or your companion, it light up the weapon and you don't need to carry torch any more. Almost every caster can learn it. It's a hell of difference when you're in act2.
3) understand Imitative. Your dex, equipment, alert feat can give you different initiative. I think it also combine with a random roll to decide who do the turn first but in general the higher initiative would likely to go action first. so prioritize your party with initiative is always a good idea, you want the support class to act first so he/she can (twin) haste the dps.
4) understand Initiative 2. while in combat, the top list from left to right is in order of initiative. that mean the enemies on the right side is likely not yet action. click on it will show their position, if you can kill them first, they will never take any action.
Point 4 is damn smart. Wowzers.
A tip that I know but I am really bad at following myself when playing the game.
Baldurs Gate 3 is a game that you can play once and your choices depend on how you want to play that campaign. But this is a very heavy choice game and it's also made to be very re-playable partly because of the choices you make or rather dind't make in your first playthrough. Don't be afraid of choices that you make. They might have consequences to them but nothing game breaking. Like for example to ignore a certain quest that wants to you to give a important item to some rude people that claim it's theirs. I just fully skipped it once I knew what their intention was and will get to that in a playthrough that matches that kind of outcome better... I went to the place tried so many things but couldn't get the outcome that I wanted so I loaded a quicksave before engaging the finale point and turned arround. I think I wasted about 1 hour to figure out how to do the quest but with a my preffered outcome, and I realised some quests just don't fit certain playstyles and will force you into a situation where no answer fits my character. (unless you meta game arround it by keeping certain party members in the camp so they won't hate you for making certain choices and then recruit them after the choices are made, but still that would go against my immersion RPG play style)
Not as much of a tip people don’t know but more of strategy in battles. Summon every mage hand, animal familiar, undead that you can. Even if they don’t do a lot of damage it creates more targets for the enemies. In doing so, less of their turns are causing damage to your main party.
A tip: if you are a Druid and summon an undead, you don’t lose them if you change to an animal. I think the skeletons with the bows are OP especially when every party member has one.
I suppose this might just tie into "using the environment" but I personally love to collect all the various explosive barrels you encounter throughout the game for a little extra advantage in particularly tough battles. With a little extra time and stealth you can setup some deadly traps of your own to tip the possible outcome in your favor! Yes these barrels weigh a ton but you can easily send them to camp and also teleport back and forth to camp from your current location at your convenience. You also have two characters at a minimum who can detonate these from a range Shadowheart and Astarion with firebolt, if you lack those fire arrows and scolls of firebolt aren't that uncommon to find in shops or around the world.
Also if you're having some trouble getting these traps into the correct position remember mage hand can be employed to great effect here!
I often set up several explosive barrels in preparation to the Grym Boss-Construct battle.
This is a great idea
If you have a high strength character and a caster that can give them Enhance Ability, the Aspect of the Bull not only gives them Advantage on Strength rolls, it doubles their carrying capacity. Pair this with a feat like Tavern Brawler which increases throw damage and some gear that increases throw damage, you can turn one of your team mates into a mortar (basically).
Ah yes the Barrelmancer class
If I set up a firevine barrel next to an enemy and then throw alchemysts fire there, will the enemy suffer from both alchemyst fire and the firevine barrel explosions?
Good tip on entering turn based before buffing.
Thanks Wolfheart 😊 few additions
1. Use Long Rest items/equipment after Long Rest too (like spells) rather than in combat. Pretty sure you can de-equip equipment without losing the benefits too.
2. There are +/- icons on the hotbar to make it bigger and smaller (useful when you have more options than at the start).
3. I believe that some reactions may have requirements to work e.g., when Counterspell-ing (which is a super handy spell), float over the enemy attack name to see its level and Counterspell with at least that level.
4. Don't forget to use special arrows and potions, same premise as using environmental effects. For example, Darkness Arrows are super handy for creating defensive 'walls' against enemy archers and forcing them to move.
I didn't think I would learn anything from this, but I had no idea that you can only have 4 inspiration points, epic
Another small tip:
Potion effects override one another, when specified. Ex: Bloodlust will override a potion of speed, if consumed secondarily.
Take advantage of that fact when an enemy decides to buff themselves with a potion. Martial-Boss A chugs a potion of speed? Toss a potion of Arcane Cultivation at the spell-less jerk.
With that Reaction tip, I also recommend turning opportunity attack to Ask. Often you'll have better reactions (especially on casters) than just making 1 swing with a weapon.
For spells like Mage armour it really helps to get a hireling whose sole purpose is to buff the party at the start of each day then be swapped out and sit in camp while your main group head out buffed and with all their spell slots intact. This gets even better when considering classes like Transmuter wizard for the hireling buff bot who at lv6 get a special stone they can give to another party member that grants Con saving throw proficiency among other options.
Seems a bit overkill, the game is not really that hard
Never used a hireling. Do they just hang out at camp past long rest or does it reset?
@@BenjoCoversIt has difficulty settings? Are you playing on the hardest one? I’ve never even played the game so I’m curious.
@@BenjoCoverson tactician it is
@@benkelly7182 There are 3 difficulties, Story (you will basically never fail), Balanced (You will fail if you misplay or don't understand certain mechanics), and Tactician (you will fail quite often and need to play well). Tactician also costs more resources, things like long resting require 80 camp supplies instead of 40 on balanced, so unless you're picking up all the food you see you wont be able to long rest as much.
Loved this video because there are so many spells to keep track of! I knew about magic armor and Im trying to write down on a notebook all similar spells to be cast "at breakfast time" or right before combat. I did find I was making a mistake with vendor attitude increases (via barter) but this probably deserves its own video. You can't just choose your highest charisma companion to sell stuff. The moment you dismiss it, the vendor's attitude towards your party resets to 0, no matter if you bring the guy back just to sell stuff again.
I dont comment often, but this is a great video! Turn based rpg combat has never been my jam, and this game has been stumping me here and there. Great tips.
I like how they re-brand TV Dinners for the stuck up gen z kids. Are you too busy to eat? Is your mom not there to make your meals anymore? That's the long and the short of those TV Dinner delivery services. They just put a trendy label on the outside and say "dietician approved" and kids who can't take care of themselves but have their first job out of college will buy them.
Excellent tips all around, and i'm sure everyone has forgotten these at one time or another.
There is one more tip that you forgot to add. "Know what is in your inventory!" Just got finished with the Spider Queen fight. In Chapter one, damn near losing many times because of poison damage. Then, after the fight, as I was healing up, I noticed one of my characters had 4 potions of poison resistance.
DOH!!!
Thanks again for reminding us how amazing this game really is.
Aid also heals the amount of health it adds, so works as a decent in combat mass heal if you have multiple characters down.
I would say to use your bonus actions when you can. Shove is the best bonus action. You can often give them fall damage or push them away so you can disengage without getting an opportunity attack on you.
i learned that the hard way when an enemy shoved Astarion into a Ravine.... after that i shoved everyone off ledges XD
@Zion800 The only downside is if you push them off into chasms, you can not loot them.
multiclassing is dangerous, but a 2 level dip in fighter for proficiencies and action surge can make any caster a beast
Thanks. Here's another tip: in combat, the dashed outline indicates that a character can take a turn. Sometimes, it's better to choose a specific character rather than following the default order. For instance, if I want to launch an ice attack that damages the target and also inflicts damage around it, it's preferable to execute that action first BEFORE sending a melee character to attack.
Love Allll the content! I am new to your channel, But I read the Dark Elf Trilogy about 20 years ago, and you connected the dots... I had no idea at the time I was reading D&D material.... But I really loved those books more than any others and they stuck with me..
So cool to be playing a game based in the same lore as drizzt
I would recommend having hirelings casting spells such as longstrider and warding bond on your characters and letting them wait in camp as those spells won't go away when they stay in camp. Though it's a little tedious, you can save spell spots ans points.
Wait, are you saying I can have, say Shadowheart, buff us with Bless, then switch her for another companion, and go out of camp with a buff that lasts the whole day??? That is crazy good!
@@erfbetobless is temporary hire lings are not the main characters
@@erfbeto Sorry for the late reply. Not Blessing as it ends in ten turns. You can let hirelings cast spells that last until long rest and do not require concentration. Some examples are Longstrider, Mage Armor and Warding Bond. I got a wizard hirling to cast Longstrider for the whole team and a cleric hirely to cast Warding Bond on my front line characters. Especially for the cleric, I reclassed the Gold Dwarf barbarian to a healing cleric for maximum HP so that she can take more damage. Just be aware of her HP and come back to camp occasionally to heal her up. You don't even need to use any potions as she can heal her self.
@@KevinXChen01 ah, I see! Very clever!
As a PS5 player, this channel along with old Mort is literally keeping me sane in Aug. Sept can’t come quickly enough and you have just enough info for a fun first play without spoilers.
I’ll get to your play throughs after my first. Thanks Brohahn
I have a few beginner recommendations:
Press (or hold) Alt often when exploring new areas, since it will show you what items in your vicinity you can interact with. It is very easy to miss a backpack with a hundred gold stashed away next to a bridge if you don't use this feature.
If your character is proficient in using shields, consider using one, because unlike tabletop where you lose your shield +2 AC bonus when you switch to your 2-handed ranged weapons, you actually maintain that +2 regardless of whether you are using melee/ranged/holding a torch
Unlocking Withers early on in the game will REALLY help you fix any mistakes with your character build. You can even use this feature to restat your companions, in case one of your companion's default class/subclass is undesirable to your playstyle. I'm surprised Larian locked this feature behind a dungeon...I was quite far into the game before I discovered this feature, and I wish I had known it sooner (I really liked the fact that Shadowheart was our cleric but I found her trickery domain a little hard to play...didn't know I could switch it to something else)
I've got a couple tips to throw in. You briefly touched on it, but using Turn-based mode to pick pockets allows you to take your time to pick and choose what you want to steal. Also, breaking your pickpocket off from the main group allows the thief to get away easier when the victim starts looking for the culprit.
My other tip is switching to another companion while in the middle of dialogue to have them cast buffs if you need to pass a check. Swapping over to your Cleric allows them to cast Guidance and/or Enhance Ability on the speaker. You can also switch to a pickpocket while the target has turned to engage the speaker.
Thx. Had no idea you can do this.
Also you can just press T on enemies to examine them.
ooo cool I didn't know that was a shortcut for that!!
Yes! I also use it on doors,chests and some walls to see their toughness and weaknesses, it is faster. :) @@WolfheartFPS
@WolfheartFPS Yep just hover your mouse cursor over the individual and press T. EZ.
One tip you missed is to make sure you are using any spell that automatically increases your damage on an enemy, like Hex or Hunter’s Mark. It’s easy to forget you have them, especially if you’ve accumulated lots of magic items, class abilities and spells.
One of the best things that helped me as a beginner was the shortcut T. It can keep open all the popups, and you can get explanations to all the highlighted words. That helps a lot in understanding the game.
I've made quite a few of these mistakes. I'm barely at the start of my play time with this game so happy to have learned these things fairly early. Appreciate this guide.
Cheers
I have annother very niche tip: if you have spare companions in your camp that you are not using, respecc them to transmutation wizards and give your active party a collection of transmuter stones (movement speed, resistences etc.) in the same vein: skill one of them as a priest and cast hero’s feast every long rest on the 3 remaining party members.
You're not switching your party based on the situation?
@@KaitouKaiju based on what situation? In my first run there we only 3 people left beside me :P in my second run there we a few more but I liked the ones I had. Switching all the gear and respeccing all of them to match my original party was too much effort. I’m my third run I’m playing solo.