Now let us take a look at what equipment your Bard Build can use. You will find anearly gameand anendgamesetup below. The early game gear can be acquired in Act 1 and at the start of Act 2. The endgame gear is from late Act 2 and Act 3. Sometimes we also add alternatives in ...
Hold Monster– Paralyse a creature. It can’t move, act or react. Attacks from within 3 metres are always Critical Hits. Lasts for up to 10 turns, as long as you maintain Concentration. Prepareone more spell. Hold Monster is an excellent stun that can be used on a wide variety of cre...
Now that you’re in the city proper, you won’t be able to confront the Elder Brain until you gather the three Netherstones controlling the Elder Brain’s Crown of Karsus. You already got one after defeating Thorm in Act 2. The other two you’ll have to pry away fromOrin the Red, ...
To find the infamous Guildhall inBaldur’s Gate 3, you’ll need to arrive at the town of Rivington and start Act Three. I would call this the halfway point of the game, and it’s here that you’ll receive a new map to help you find new locations like the Guildhall. How to find ...
In Explorer Mode, the bulette can no longer land Critical Hits on its attacks. Fixed some NPCs using the Thaumaturgy spell when they shouldn’t. Fixed the Act II boss, the Apostle of Myrkul , not having the correct condition immunities. In Tactician Mode, meazels now also Restrain you wh...
Hold Monster– Paralyse a creature. It can’t move, act or react. Attacks from within 3 metres are always Critical Hits. Lasts for up to 10 turns, as long as you maintain Concentration. Prepareone more spell. Cone of Cold is a good choice at this point, since it’s an Evocation Spel...
highest, making success considerably more likely. With its high focus on Dexterity, the Arcane Trickster is likely to be the most suited character to Thieving in your party, and these gloves will allow you to make the most of that. They are sold byBremin the Zhentarim Hideout in Act I. ...
Hold Monster– Paralyse a creature. It can’t move, act or react. Attacks from within 3 metres are always Critical Hits. Lasts for up to 10 turns, as long as you maintain Concentration. Prepareone more spell. Hold Monster is an excellent stun that can be used on a wide variety of cre...
Now let us take a look at what equipment your Bard Build can use. You will find anearly gameand anendgamesetup below. The early game gear can be acquired in Act 1 and at the start of Act 2. The endgame gear is from late Act 2 and Act 3. Sometimes we also add alternatives in ...
Hold Monster– Paralyse a creature. It can’t move, act or react. Attacks from within 3 metres are always Critical Hits. Lasts for up to 10 turns, as long as you maintain Concentration. Prepareone more spell. Hold Monster is an excellent stun that can be used on a wide variety of cre...