18 Hidden Interactions That Will CHANGE How You Play Baldur's Gate 3

preview_player
Показать описание

Thank you for watching and supporting the channel! 🦖

Timestamps
00:00 Keep Power Word Kill Permanently
01:21 Swimming with the Shadows
02:00 Guild Wars 2: Janthir Wilds
04:07 These INSANE Boots are Actually BROKEN
05:39 Companion Minthara in Act 1
06:44 Infinite Bardic Inspiration from THIS item!
07:28 These 5 Classes Have a Secret Bonus Most People Don’t Know About
08:51 Tarnished Charm to Speak Easier from the Grave
09:49 The Hidden Cauldron of Boiling Theriac
10:44 Infinite XP Trick in the Underdark
11:29 Infinite Damage with Gale
12:12 Badger Burrow to get Around Locked Gates
12:39 Get Mizora to Join You
13:37 This Very Rare Weapon is Very Hidden
14:01 Get Valeria to Join You
14:54 Infinite Damage with Vents
15:42 Get Counsellor Florrick to Join You
16:32 Get Clan Flameshade to Join You
17:15 Use THIS to Steal the BEST Spellbook in the Game

How to Keep Power Word Kill Permanently
First up is how to keep Power Word Kill Permanently! Usually this spell is a one-time use, which is fair considering this incredibly powerful spell instantly slays any target as long as they have 100 or fewer health points remaining - absolutely amazing. This Level 9 Enchantment Spell is earned by playing as the Dark Urge and embracing your Urge in Act 3. However, to keep this spell permanently and use it over and over as many times as you like, you’ll need to be either an Enchantment Wizard or a Sorcerer with Twinned Spell. The reason for this is because if you cast Power Word Kill on yourself, the spell doesn’t get removed - probably because you’re dead and some trigger doesn’t activate. So by always using it on yourself and another target you’ll always keep this spell. This gives the spell new life as a sort of “if I die, I’m taking you with me” functionality, which is really cool. Twinned Spell on a Sorcerer will cost you 9 Sorcery Points, but with the Shield of the Devout or Undevout you can get infinite Sorcery Points, or even better as a level 10 enchantment wizard you get Split Enchantment, allowing you to always choose two targets for your enchantment spells passively without a cost - and Power Word Kill is an enchantment spell. Either way, it’s an incredibly powerful spell that you can keep permanently if you’re a sorcerer or a wizard.

Swimming with the Shadows
And next up is some very interesting hidden dialogue. In act 2 on the Moonrise Towers Docks, you can actually use your Illithid powers to drive Acolyte Marls, the man responsible for checking the cargo, to go insane and start shouting about “worms in their heads, worms all over.” And then you can give him some gentle encouragement and tell him he’d best wash them off - causing him to jump off the docks to his death. Not only is it satisfying to see another Zealot disturbed by witnessing the event during an evil playthrough, but during a Dark Urge playthrough it also awards Inspiration.

These INSANE Boots are Actually BROKEN
And next up - did you know boots of speed doesn’t actually give your enemies disadvantage on their opportunity attacks, but instead gives it to you? We can confirm this by looking at the combat log - as you can see, our enemy does not have disadvantage on their opportunity attacks as we provoke them, and then if we get nice and close to an enemy, use Click Heels and command, approach to force an opportunity attack, we can see in the combat log WE actually have disadvantage on OUR opportunity attacks!!

If you take a peek at the code you can actually see that the issue is that Disadvantage is being applied to attackroll instead of attacktarget

If you love these boots like I do, hopefully they get fixed in Patch 7, and for those of you wondering - you can get the Boots of Speed by curing Thulla, the Ironhand Gnome who is wounded near Spaw in the Myconid Colony. Interestingly, there are a lot of ways to cure Thulla, from using the Duergar Antidote, any antidote, casting lesser restoration or protection from poison on her and even Lay on Hands all work to cure her. Once cured, you need to offer to save her friends as well. And even if these boots don’t give your enemies disadvantage on opportunity attacks and instead give that to you, doubling your movement speed for the cost of a Bonus Action is still amazing.

#bg3 #baldursgate3 #ad
Рекомендации по теме
Комментарии
Автор

Power word kill is ridiculous. At lv 12 most of my party can do more than 100 HP in a turn anyway. It should have a MUCH higher HP limit to be actually epic.

Tentacl
Автор

Getting Minthara to act 1 is really cool. She joins at level 6 so I can pull some awesome shenanigans with her 😊

MorganaEvelyn
Автор

I use Boots of Speed on anything that I don't dip into Rogue for the entirety of the game for solo Honour Mode. It doesn't even matter if they are broken, their value is irreplaceable.

QuiteDisquietly
Автор

13:30 I could've sworn I got her to join me even after breaking his pact.
She definitely claims she'll help you even if you do break his pact.

Aci_yt
Автор

Finding the stillmaker is part of a quest, and while that quest is open ended enough that you don't need to find it to complete the quest, saying that an item hidden by a nearly impossible to fail perception check in a location you're guided to as part of a quest is very hidden is a bit of a misnomer.

sarrach
Автор

Idk if you've done this, idk if there's a special interaction, but I wanted to bring this up. This involves the drow that were petrified by the spectator in the underdark. If the leader survives the fight and you talk to him, part of his dialog will bring up the guy who summoned the spectator and mention him by name. He'll also ask you if you know what happened to him. The drow he's referring to is in the myconid colony. You loot his body after wiping out the enemies on the beach. Use speak to dead to get his name, then do the spectator fight and keep the lead drow alive and tell him about the dead drow. I only found out about this in my most recent playthrough, but I don't know what the dialog is because I did this in the reverse order. Thought you might like that.

trevorsreya
Автор

I’ve gotten the Stillmaker in every playthrough…the dagger is required to continue a side quest

NuggieNugs
Автор

5:12 Derryth sells a pair of gloves that remove poison on anyone you heal

amishtechwizard
Автор

My preferred way of getting the necromancy of thay is grab the book, jump over the table and run out while in turn based mode. Just like looting the coffin in act 1. There are a number of traps you can just ignore in turn based mode.

TheSolidSnakeOil
Автор

You can free Wyll from the pact, and Mizora will help you in the same way.

PedroViniciusRC
Автор

The tarnished charm bit makes me wonder if some corpses will be affected by it while most wont.

joshuaadams
Автор

17:30 I used a skull i found, I thought it may work since the skull weight was greater than the book, and it worked.

lordpoundcake
Автор

Love your videos! I’m 300+ hours in and still finding new items and hidden interactions

spacesamples
Автор

You can also give Thulla the elixir of Silvanus from nettie btw.

cloudy
Автор

I use the boots of speed because when my Duergar is not sneaking up on targets while invisible, he is slow in battle.

I don't care that the boots are broken. I am not running away, I am running to beat the targets down.

ryudragon
Автор

I always wondered what is the deal with the cauldron, so strongly presented, but doing nothing.

michadybczak
Автор

I never even realized Boots of Speed did that to attack rolls because I always throw it on my Clerics with Spirit Guardians up.

keepitfuknmetal
Автор

For the necromancy of thay, just grab and walk out. The game automatically puts you in turn based and you walk away before the fire shoots out

Lilmanbigload
Автор

I allways use mage hand to throw the book out of the cell. You can summon the hand directly inside the cell and its just that easy

juanmohedano
Автор

The power word kill interaction is cool but I feel like it’s a bug and not feature.

Tyrfx
welcome to shbcf.ru