User:Chutiste: Difference between revisions

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Remember that your Spellcasting Ability for scrolls and items comes from your most recent Level 1 class
Remember that your Spellcasting Ability for scrolls and items comes from your most recent Level 1 class
== Consequences of Rushing the Creche ==
Currently doing an odd playthrough. I wanted to test whether rushing the creche without ever entering the grove (and hence learning of the ritual) would still end those quests. tl;dr: yes, virginia, the grove gets sealed. Tav even remarks that the druids must have completed the ritual, without actually knowing about either! There are a lot of dialogue elements that assume that the grove has been visited.
Consequences of a sealed grove:
* Grove is inaccessible, duh
* Halsin is dead
* Barcus is dead
* Tieflings are dead
* Minthara will invite you to raid the grove but then declare it inaccessible and attack your party
Route to rushing the Creche (not trying to level up for this test)
* Collect Shadowheart, Astarion, and Laezel
* Fight outside the Grove (but don't get close)
* Absolute owlbear party
* Scratch
* then hop across the river, go along the river bank
* sneak past Waukeen's rest so that quest doesn't trigger
* Deceive the Giths
* Through the mountain pass
Apparently rushing the Shadowlands doesn't finish any additional questlines, so I didn't try that, but I think a potion of invisibility would be helpful to sneak past the death crew.


== Resources ==
== Resources ==

Revision as of 10:08, 14 September 2024

So glad that this resource exists! Updating and improving as I go on my first playsthrough.

My top games by hours played: BG3, RDR2, SC2

Chutiste's top tips

  • Relax. You don’t need to find everything on this playthrough.
    • You want to have several playsthrough
    • Custom difficulty lets you hide failed perception roll notifications, which helps me with FOMO.
  • Larian is bigger on choices than on consequences, often dialogue choices have the same in game effect
    • Let the dice decide. Save the buffs and rerolls for the genuinely important points, once you know what those are
  • Choosing to play an Origin character lets you experience their story. Particularly good for the Companions that you never take with you.
    • Also, swapping out characters apparently gets you different banter for each pair
  • Hirelings can be turned into bartering experts. Respec for High Charisma, High Strength, and Persuasion Expertise. Leave them at Level 1.
    • I always use Maddie for this, for Human carrying capacity
  • A one level dip in Monk lets you dump Strength and focus on Dexterity
    • Monk Weapons include pretty much everything you're proficient in except the strictly Two-Handed weapons
    • But a Rogue's Sneak Attack still requires a Finesse weapon
  • 12 monoclass is viable and fun too. Says me who has never done that.

Useful one level dips

  • Barbarian gets you rage and unarmoured option
  • Bard gets inspiration and musical proficiency
  • War Cleric gives 3 bonus attacks per long rest, and heavy armour and spells too
    • May need to respec at 6 to put Cleric last after getting Extra Attack [1]
  • Fighter gives a Fighting Style, and martial equipment proficiencies
  • Monk makes most weapons scale by Dexterity, and gives a bonus 1d4 unarmed attack (roughly analogous to offhand for dual wielders)
  • Ranger gets Natural Explorer and Favoured Enemy, with the potential for Heavy Armour
  • Rogue gets 1d6 Sneak Attack and an expertise
  • Warlock gets you Eldritch Blast which scales by Character Level, giving 2 attacks at level 5 and 3 at level 10
  • Wizard lets you scribe scrolls into your spellbook
    • Can only prepare Intelligence Modifier + 1 of those spells, all of which use Int as their Spellcasting Ability
    • Relies on levels in another Spellcasting class to have spell slots and the ability to scribe higher level spells

Remember that your Spellcasting Ability for scrolls and items comes from your most recent Level 1 class

Consequences of Rushing the Creche

Currently doing an odd playthrough. I wanted to test whether rushing the creche without ever entering the grove (and hence learning of the ritual) would still end those quests. tl;dr: yes, virginia, the grove gets sealed. Tav even remarks that the druids must have completed the ritual, without actually knowing about either! There are a lot of dialogue elements that assume that the grove has been visited.

Consequences of a sealed grove:

  • Grove is inaccessible, duh
  • Halsin is dead
  • Barcus is dead
  • Tieflings are dead
  • Minthara will invite you to raid the grove but then declare it inaccessible and attack your party

Route to rushing the Creche (not trying to level up for this test)

  • Collect Shadowheart, Astarion, and Laezel
  • Fight outside the Grove (but don't get close)
  • Absolute owlbear party
  • Scratch
  • then hop across the river, go along the river bank
  • sneak past Waukeen's rest so that quest doesn't trigger
  • Deceive the Giths
  • Through the mountain pass

Apparently rushing the Shadowlands doesn't finish any additional questlines, so I didn't try that, but I think a potion of invisibility would be helpful to sneak past the death crew.

Resources

Locations


Build Guides

I admire builds that are lore-friendly, doubly so if they don't completely rewrite the ability scores.

My current obsession: User:Chutiste/Offhand Blaster Build Guide


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