D&D General BG3 Massive Spoiler Thread

Quick Q for those that may have encountered the same niche problem: I am running a dwarven monk. As a dwarf and monk, he can use battle axes and warhammers as monk weapons. However, when I put a versatile weapon in his hands, the game treats it as if he has a 2 handed weapon in his hands and thus he can't catch missile weapons. Does anyone know a way to elect to use a versatile weapon in just one hand? My best backup option is to have a second weapon that I use that is not versatile, but that is less fun... and switching to it in combat means losing attacks.
 

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Where do you get a hireling?


Gale died when he first appeared. I have both Wyll and Halsin in camp. I have not used either in play though: Wyll because I am playing a warlock myself, and Halsin because druid.

I am doing something wrong, tactically. I got beat to hell and back by the Duergar after rescuing Nere, to the point of just leaving him to die in the cavern and heading back to the mountain pass. The first fight in the mountain pass was a choke point full of undead and they cleaned my clock. Even Karlach isn't able to eliminate targets fast enough for it to help.
Withers gets you Hirelings.
 

Quick Q for those that may have encountered the same niche problem: I am running a dwarven monk. As a dwarf and monk, he can use battle axes and warhammers as monk weapons. However, when I put a versatile weapon in his hands, the game treats it as if he has a 2 handed weapon in his hands and thus he can't catch missile weapons. Does anyone know a way to elect to use a versatile weapon in just one hand? My best backup option is to have a second weapon that I use that is not versatile, but that is less fun... and switching to it in combat means losing attacks.

You can't. Same with a Longsword. You can't not use it as a single hand weapon and nothing else in your other hand.
 

Where do you get a hireling?


Gale died when he first appeared. I have both Wyll and Halsin in camp. I have not used either in play though: Wyll because I am playing a warlock myself, and Halsin because druid.
Wyll can be easily specced for some decent AoE if you don't have it on your druid.
I am doing something wrong, tactically. I got beat to hell and back by the Duergar after rescuing Nere, to the point of just leaving him to die in the cavern and heading back to the mountain pass. The first fight in the mountain pass was a choke point full of undead and they cleaned my clock. Even Karlach isn't able to eliminate targets fast enough for it to help.
The first of those are a legitimately tough encounter. I wound up compartmentalising by taking out the rest of the duergar before letting Nere out, and it was still quite a fight.

The undead in the mountain pass are tough but that's where some AoE really helps, even if it's just to keep them at a distance. Spike Growth or Web would really spoil their plans. They're also optional, you don't need to go that direction to get to the main meat of the pass.
 

Gale died when he first appeared. I have both Wyll and Halsin in camp. I have not used either in play though: Wyll because I am playing a warlock myself, and Halsin because druid.

I am doing something wrong, tactically. I got beat to hell and back by the Duergar after rescuing Nere, to the point of just leaving him to die in the cavern and heading back to the mountain pass. The first fight in the mountain pass was a choke point full of undead and they cleaned my clock. Even Karlach isn't able to eliminate targets fast enough for it to help.
RIP Gale, I see.
The first of those are a legitimately tough encounter. I wound up compartmentalising by taking out the rest of the duergar before letting Nere out, and it was still quite a fight.

The undead in the mountain pass are tough but that's where some AoE really helps, even if it's just to keep them at a distance. Spike Growth or Web would really spoil their plans. They're also optional, you don't need to go that direction to get to the main meat of the pass.
I'd agree with all of this. You're past the Duergar so not worth discussing much. It can be made drastically easier by convincing some of the Duergar to come on-side with you because they haven't been paid for a while), but yeah is tough if you don't do that (stay away from edges and shove an enemies who don't being my main advice).

With the Undead, I'd definitely agree @MarkB - the best thing you can do with them is force them through narrow gaps (which there are a couple of by them) with CC. Spike Growth is like, incredible against any kind of melee monster who can't easily walk around because they will just trundle through it and die. I don't remember everything I did with that fight, but I know I also used (possibly upcasted) Cloud of Daggers on the gap most of the enemies were coming through, and just kept knocking them back into it. But if you want AOE, certainly Halsin as a Land Druid, if you pick the right land options, he's pretty great - Spike Growth, Ice Storm, etc. - he can also get Haste which is really strong in a lot of encounters.

Also what level are you? It's possible to reach both those areas whilst kinda underleveled so I wonder.
 

I went and did the Underdark and Shadowlands before doing the Mnt Pass, and I guess I was over leveled cause I had zero issues getting through the Pass. I was like "This is it?" Also it seemed shorter than the Underdark stuff.

I'm now in Moonrise trying to find a way to steal from the Warden and release the prisoners.
 

You can talk to the eagles, but you have to back right off immediately. They are really touch and aggressive. You could use non-lethal on them.
I KO'd the giant eagles. Right after the fight, I go check something in inventory; I hear some dings and saw a damage number float by. "Ah, crap," I think, "Is someone on fire or poisoned or something?"

Nope. It was the blue jay, killing the unconscious giant eagles.
 


Omfg. Here at level 10, I just discovered you can insta-prepare new spells without needing to do any kind of rest as a cleric or wizard as long as it's not in the middle of combat.
 

My question is about the Goblin Camp leaders. I’m apparently playing slow - 50 hours in, Act 1, mid 4th level.

I killed Princess Gut and the Bugbear leader, both without alerting the Camp. While I want to rescue Halsin - I already did kill everyone near him, but he won’t leave until I kill the leaders - is there a way to accomplish that mission without killing Minthara?

I know Minthara is a possible companion in the future and I don’t want close her storyline by just killing her. But I also won’t attack the the Druids or Tieflings and want to free Halsin. Any way to thread that needle?

Also, if I do just kill Minthara, is that the time to horn for Ogres and just massacre the whole Goblin Camp - to the extent I can - or is there a reason “clearing the dungeon”, aka kill ‘em all - would be a poor choice? I’m an FR novice, playing a cleric of Helm as basically LG, and I could see role playing wise that “just decapitate the threat” or “annihilate the threat” could be within the scope of protecting those “under my protection” (tieflings, druids, Volo, and companions).
 

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