Name of the file: Baldur's Gate 3 Cheat Codes - Author: DAV |
Cheat Codes: ------------ Submitted by: David K. How to Solve Finish the Masterwork Weapon Quest: ------------------------------------------------ Written by FlaskkYT -=Guide to Finish the Masterwork Weapon Quest=- Finish the Masterwork Weapon is a side quest you can pick up in the underground section of the map inside the blighted village. Breaking this wall will give you access to the area the quest can be picked up in. You could collect the large amount of weapons (note that the masterwork weapon will require a sythe, greatsword, or dagger so you could leave one of those there for later). After picking up the quest from the chest and realizing you need susser bark, the bark can only be found in the underdark and is protected by several level 4 hook horrors which can be devestated to an unprepared team. The hook horrors can be more easily managed by bringing them up onto this ledge here and after taking a swing you can push them off the ledge for some heavy fall damage, they will then waste their next turn getting back up onto the ledge. Defeating them you can now loot the tree of it's bark. Heading back to the forge and using the bark on the fire will turn the flames blue. Now use either a greatsword, scythe, or dagger on the forge to finish the masterwork weapon. Enjoy your new Sussur weapon! How to Obtain Sorrow Legendary Weapon: -------------------------------------- Written by FlaskkYT How to obtain the legendary weapon, Sorrow. Sorrow is a unique 2-hander with a powerful ability. The glaive can be obtained once you have access to the Druids’ Chambers. A book can be found stating that “Rath” has a mysterious rune. You are able to obtain this rune by pickpocketing or killing him, I preferred to play the campaign murder free but this doesn’t mean I was against sticky fingers at times. A successful pickpocket will yield the room and navigating back to the statue surrounded by runes and placing your own newly commandeered rune will open the secret passageway. The legendary weapon is now available to be obtained and is sitting on the table. While looting all the other goodies you will also obtain the Robe of Summer, granting a resistance to cold damage. Sorrow is a rare 2 handed weapon which deals 1d10+1 slashing damage and has the spell, ensnaring strike which deals 1d12+3 slashing damage, and entangles your target. The downside to this weapon is that each successful attack the weapon deals 1 psychic damage to it’s wielder. I don’t see this as a huge downside and still feel that it’s an extremely effective weapon that will provide an instant boost to your party. Useful Tips and Tricks: ----------------------- Written by Crunchie Just a collection of stuff that is not immediately obvious when playing the game. Also some ideas for characters and stuff. Top tip: Avoid teleporting spiders. *Magic items are dope. *The higher charisma your character has the better they are at bartering, so maybe let the warlock do it, 'ey. *Finesse weapons allow you to add your dex to your melee attack rolls rather than your strength. Very important for high dex characters. *Do not attack an entire camp of enemies when you are in the middle of their camp. Seriously, is not a good idea. *You can fast travel from almost anywhere, good for escaping places you don't want to be in anymore. *The purple runes on the stones are fast travel points. Keep an eye out for them. *The pie is a lie (I like pies). *Your companions will like or dislike your actions. Play your cards right and you can have some fun. Or turn down everyone like the socially awkward person you are and realize why you are still single IRL too. *Friend? or Food? *Eldritch blast is a warlock spell that uses no spell slots so you can use it + your hex to deal consistent ranged damage. Or you can just punch them in the face and feel like a badass for 0.0012 seconds before the wizard next to him turns you into crispy bacon. *Warlocks have a Sugar Daddy, or Mommy. Not sure which. Not judging, just thought you should know that the spells and stuff are on loan. Hence only two spell slots. *Speaking of Hex. The type of ability score you hex will determine the affect of the hex. So, if it's a big strong dude who hits really hard in melee, hex strength so he can't hit you. Hex the dexterity of the archer, so they also can't hit you. Or combine and hex to wisdom and a spell from another caster to give that spell a better chance of working. Sleepy sleepy trolls. *Wizards are kinda cool, they can do immense damage, but are also so squishy. *That means that don't have much health. But it's more fun to say squishy. "squishy" hehehehehe *Wizards should get more AoE spells (big blasty spells) later on but I haven't seen them so far in Early Access. *Read the description of items before equipping them. Otherwise you may find that gloves of blasting blow *you* up! *Some items give you spells. Movement, attack and healing spells are the most valuable in my opinion. But you do you. *Dex adds to your AC, making you harder to hit. This is more important for people in the front with light armor. * cough * rogues * cough * *Key ability scores for each class will change. This should be your highest score. In general though this is str for fighter, dex for rogue, int for wizard, wis for cleric, and wis or dex for ranger. *This will change on how you specialize your class though, so if you decide to run a melee ranger (why? tho?) then str and con will be more important because a) you want to hit & b) you want to not die. *Speaking of, dying is not the end. It is merely another path. Which all your characters must take. *Seriously tho if you all die just reload a save, quick save is your friend. If only one or two die, it'll be fine. . . I think. *Enemies are more intelligent and less forgiving than your average combat encounter run by your friendly dungeon master. So expect to get flanked, put to sleep, have a single character focussed down, and all the things your DM could do to you IRL but doesn't because he wants you to come back and play with him next week. *Save before you go to go to camp / long rest. A lot can happen, personal drama, cinematics, new friends, and it's very easy to put a foot wrong when you you were just trying to be funny. Just like real life. So save, it's not save scumming if it was unintentional ! *Size matters. The bigger the die being rolled for your weapon damage, the more damage it will do, however, more die, of a smaller number, offer more consistent damage (If you want to know the nerdy math behind it, 2d6 cannot roll lower than a 2, but have a lower chance of rolling two 6's. Where as a d12 can roll a 1, but has a 1/12 chance of rolling a 12. Overall, the affect is debatable but more die tend to feel more consistent than larger, but fewer die). -=Combat=- *Press ctrl to change the direction your characters are facing. This matters because Backstab is a thing (basically you get a bonus to your attack roll if attacking from behind) this applies to all enemies and your characters too. *Better armor is rare, only the outfit (or chest piece) actually changes AC (shields also add to it) otherwise, boots, gloves, head pieces and jewelry apply bonuses. Such as +1 to dex save or (in the case of a rare magic item) intelligence set to 18. *Start the fight whenever you can, getting the jump on the enemy is the difference between life and death. Preferably from stealth. With a rogue. This give you a surprise round (A surprise round is a full round where the enemy does not get to act) (note that when trying this method, often your other characters, if sneaking or out of range, will not immediately join the fight, you have to make them join manually) *Crowd control is the biggest deal in this game. Anything that can stun, terrify or put to sleep the enemy. Basically, make the enemy have fewer turns & actions than you makes it a lot easier to win. *The two most powerful spells I have found in the game so far are bless & healing word. They aren't fancy or flashy but boy howdy are they effective. Cleric FTW. -=Race & Class=- *Rogues do sneak attack damage when they attack from stealth. As you level up you can use a bonus action to hide again as a rogue. However, you need to make sure you are out of line of sight of the enemy to do this. *Ranged Rogue is kind of a thing. It is more effective to be a dual-wield melee rogue. As you get to attack again with your off hand as a bonus action. Letting you get as much as four (!) attacks off per round, compared to a ranged rogue's single attack. *Your race matters. . . like, elf and stuff. Uh, to clarify, I mean that, for example, if building a rogue, you want darkvision, you may also want the proficiency with shortbows + longbows that a Wood Elf gives you or any other racial bonuses. *Humies are boring. Get horns (It's an RPG, stop playing human fighters, ugh). *The rogue is... wait... where is the rogue? *The cleric is pretty essential to any party. Healing word is a bonus action that lets you pick up allies from a distance. There is no reason to ever not have healing word. Keep healing word in your spell list! *Bless is also kinda dope. Bane (anti-bless) is more situational but more useful in those situations. *Fighters are you standard, uh, fighty-person. I wonder what they do? Hm. Nice to have, but not necessary for survival. *Do not make fun of their funny noses. Do not make fun of their noses. I just.. wana tweak it. *Tieflings are kinda. . . horny. *Elves are pretty awesome and quite strong as a choice. Everyone will think you are probably stuck up because you think you're better than them. Which is quite unfair. You know you are better than them. How to Get Your Own Owlbear Cub: -------------------------------- Written by Dr Nilsson -=Owlbear Cub Quick Guide=- If you killed all the goblins then I believe that you cannot get the owlbear cub. The only way I have figured out how to get it is by: * Kill it's mother in the owlbear cave. * Leave it alone to eat its mother. * Leave the cave and end the day (long rest at your camp). * Go to goblin camp and find the goblins playing "chicken chase" with the owlbear cub (on the west side). * Talk to the goblin running the game and get through the dialogue but end with refusing to play the game because of cruelty. * Talk to the owlbear cub (via speak with animals potion or other similar effect) and tell it to come with you. It will want to but be afraid of leaving the goblins. * Talk to the goblin again, but this time there is an option to say you want to leave with the cub. Select this and intimidate/persuade/illithid tadpole your way to success. * The cub will run away. Now you just have to do other stuff/wait for it to show up at your camp. It showed up at my camp after a few long rests. Hints, tips, tricks, and secrets: --------------------------------- Easy Classes: Martial classes are the easiest to use —- any class that focuses on armor, strength, and lots of big weapons. They are not necessarily the most powerful, but they are simple and straightforward. The Warlock is the simplest class to understand if you are aiming for magic-users. If you want a little bit of both, the Cleric is a great martial class with healing magic. Change Character Turn Order: In combat, it is possible to alternate the turn order for your characters —- but only if the turns are together. If you have three party members taking turns at the same time, then an enemy afterwards, you can swap your party member turn around however desired before the enemy turn. You can do the same if you just have two characters taking turns at the same time. This can be very useful. Throw Potions For Quick Healing: Potions can be thrown at allies for quick healing. However, the breaking glass does cause damage -- so do not use this technique if your ally has almost no health. You can also throw potions on the ground to create a little pool of healing your party members can stand in. [Right-click] to Inspect and Learn Secrets: [Right-click] to Inspect is useful for examining the world. If there is a weak wall, make sure to inspect it to see which type of damage needs to be applied. Force or Blunt damage will knock down walls, while piercing or slashing damage will not help at all. Lure Enemies to Death: The Find Familiar spell summons a Familiar you can command and lure into advantageous combat areas. Summon a Familiar and lure enemies under a rooftop so you can easily snipe them. The distraction can be very useful. Use the Environment to Your Advantage: Using the environment can be your best weapon. Pushing enemies off ledges, luring them into traps, or setting off explosive barrels are great strategies for tough fights. You can also throw a poison potion on the ground in a chokepoint and defend that position, poisoning incoming enemies as they try to reach you. Note the Different Types of Spells: There are two types of spells in Baldur's Gate 3 —- instantaneous and concentration. Instantaneous spells are cast immediately on use, but Concentration spells take some time. If you are attacked while trying to summon a Concentration spell, you will have to make a successful ability check or your spell will be interrupted. Do Not Spam Spells –- Use Alternate Methods: Everything in Baldur's Gate 3 works off a cooldown that is quite long. You will have to take short rests to recover some abilities and spells, and others can only be recovered after a long rest at your camp. Try to save spells for situations where you are outnumbered or in a tough fight. Use alternate solutions for battles —- like kicking enemies off ledges. Rogues Tricks: Rogues are normally good with bows-and-arrows, but they are also good in close-range. If you are in a fight, you can jump (Free Action) to avoid reaction attacks and retreat, or you can enter sneak on your turn and hug the back of an enemy for a sneak attack. It seems strange to activate mid-battle, but it can work. With bows, you can dip your arrows into fire to set them ablaze and burn enemies. Try taking the high-ground as well. You will get bonuses for accuracy and range. Additionally, if an ally is standing next to an enemy in combat, you will have a better chance of hitting that enemy. The same is the case for magic-users trying to sling spells. Throw Teammates and Enemies: If your strength is high enough, you can throw teammates and enemies. You can pick up enemies and throw them over a ledge for a quick kill. |