BG3 Honour Mode: strategy & tactics (many spoilers)

OrlonKronsteen

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I restarted because I'm unhappy with some RP choices I made, and Lae'zel just isn't cutting it as a BM. Enemies just keep making their saves against her trip and disarm attacks. Perhaps I'm doing something wrong, but I don't think so. Champion it is, from now on. I had great success with it in my first full run. Not sure why it gets so much hate on the internet. That said, I may not be able to tolerate Lae'zel for, again, RP reasons. I'll see what my gut tells me. Karlach is always waiting in the wings.

I'm trying for my own version of an honour run. Vengeance paladin again. Well, I didn't kill the devils, but I managed to get the sword. Shadowheart, using a command spell, had a 55% chance of getting Zhalk to drop his sword, and luck went my way. Not bad - 1-4 extra fire damage. Doesn't look like there's an attack bonus, though. Pity.
 

Black Elk

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Yeah I think just getting the Flaming Sword is a win in itself, and cause Karlach looks pretty boss wielding it!

I think she's the only one who can pull off having a flaming weapon on the back and have it not look just completely absurd hehe.

Lae'zel hits slightly harder with it by like 1 dmg or whatever, but thematically seems more like a Karlach sword to me.

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I gave her dibs on the Flaming Sword after that tango. Lae'zel definitely benefits from a Gith Greatsword if we can kill Baretha and get out clean, since then she gets that psych damage on top of whatever else, but that still seems a ways off.

Yeah missing the menacing attack or whatever maneuver is always pretty frustrating. Seems to always be like a 50/50 in the clutch and really rough when it fails. I never tried her as a Champion or an EK. I wanted to try the Archer subclass, but that feels like something I'd rather try on Minsc or maybe the protagonist. For Karlach as a Giant gets the extra damage for a tossing the flaming Sword which is kinda cool, but that doesn't happen till like lvl 6. Otherwise she gets pretty reliable dmg from just using the ring of fling and the Returning Pike. I still haven't doubled back to the Goblin camp to grab that one, so makes it a bit hard to nail the Bulette just yet. I dodged the Beholder with the sneak and tried to cut it just so, but then felt the tremors from below. The gloves from rescuing dude from the exploding mushrooms are nice for that. Tavern brawler is pretty hard to pass over if doing the throw antics.

I find that once I get used to throwing the Returning Pike around Karlach starts pulling her weight again, but until then she sorta always lags behind Lae'zel in the melee. I find that I need them both sometimes, cause in this latest run I forgot to recruit Shovel. We had Gale cast the spell but then I forgot to check back in before long resting and so no invisible mini dragon to run interference this out. Had me back benching Gale since he's less useful without a familiar, instead I gave Scratch's ball to Karlach. It's been a meandering river thus far, ever our guiding philosophy lol. I think we are somehow onto the cosmic fire now though, since I may have stumbled into the Karlach romance. Our plan was to hit the Fish and fry for 750xp in convo to become Boooal's chosen, but almost got nailed on the way there by exploding fire mushrooms. I went for the Tower to grab the club and the featherfall kicks.

Trying not to get into any trouble with the Sentient shrooms, but it's always precarious with a bunch of red highlit things around to click by accident. So far so good though.
 

Antimatter

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Playing the Honour mode is certainly... an experience.

My Henry failed to save Us (even with 17 in DEX). Considering I know what this is about, it's ok, it's not the first playthrough.
Shadowheart failed both attempts to disarm Zhalk. It just prevents a group from a small power boost, it's ok. During the first playthrough, I didn't know about this opportunity anyway.
But he did help Gale, rolling enough (even with 8 in STR).
Couldn't look into the dying Illithid's thoughts. Too bad, but ok for the non-first playthrough again.
Failed a Deception check when getting Lae'Zel from the cage, and it led to a fight (and slaughter) of those 2 tieflings.
This one is probably the worst of them (as of now, stopped after that), as usually I prefer to help people and try solving issues without violence, but it's dice. At least, I found out that this kind of diplomacy provides an Inspiration point for Astarion, something I wouldn't have discovered if I had followed the peaceful route.
 

OrlonKronsteen

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My Henry failed to save Us (even with 17 in DEX).
I thought I'd see what the Us fuss was all about on my latest run, and was surprised to find out that strength works too for this unpleasant task. However, strength (breaking the skull) seems like an unlikely attribute to use for, well, brain surgery, lol. I doubt it's a technique they're teaching at Harvard. Nevertheless my paladin succeeded, and for the rest of the ride I had an eyesore of a little companion in tow. Meanwhile, my paladin spent the rest of her time looking for hand sanitizer dispensers on the nautiloid...
 

Antimatter

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I'm embracing the crazy. The druid door combat saw one tiefling die, I couldn't do anything; it was 2 crits in a row before I even got close. Would have hated that if I could reload.

The crypt fight before (where we got Withers for the camp) went uneventfully and smoothly.

The win against our first goblin opponents was achieved, and I continued to get Scratch and Karlach. I love these mods. I played BG3 first in EA, and the tougher look by Karlach is exactly how I imagined her. Getting a new look for Scratch was also fun.

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And here is the "main team": Henry the Beast Master, his animal companion, Karlach, the Oath of the Crown subclass, Astarion the Swashbuckler, and Lae'Zel the Shadow Sorcerer. As you can see, I'm an enjoyer of modded dyes.

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Black Elk

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Yeah Honour Mode is kinda baffling to me. I treat BG3 basically like an arcade game now, but then the way the camp is set up with Withers, it's basically like they gave us a quarter with a string, or where I'm lifting the pinball machine or something. Sorta undermines whatever else is going on by providing simple work arounds where the cost is mostly just some form of click tedium hehe.

For example, the MVPs of my Sorcerer Honour Mode runs are invariably Withers and the Goodberry Girls, since they allow me to long rest between each encounter. The tedium is watching 20 spellcasting animations in a row, and juggling the crew when we hit the hay at night. 2 Goodberry gals at lvl 5 Land Druid will feed the whole camp. Withers raises the dead for a modest cost in gold, but then we can just steal the money right back, so the sink is mostly just time.

Similarly, trying to kill Zhalk or the Cambions for that extra xp in the Prologue, the boon is a couple hundred XP and GP. The last Devil drops some medium armor and 300 GP, Flayer usually drops a Pearl or something similar. Probably about the same GP value in loot as all the potions or consumable items it takes to pull it off. The XP gained on the Nautiloid is equivalent to stealing the extra Minotaur kill outside the Selunite Outpost, killing a couple extra Goblins or knocking out a couple random NPCs.

I might skip the Beholder and sneak past that part because Paranoid Dreams can risk TPK, or the Bulette with its diamond scales same deal. Or the Hypno Toad in the swamp, Bernard the Robot, the Magma Memphits in the Ancient Forge etc, but then it's like leaving that extra XP that we gained initially on the table, so it's a wash unless doing everything. I guess in that respect it does puts extra pressure on to try and optimize the early XP gains with some danger of trying to do too much, but then there is always 150 xp to forgotten somewhere, so again sorta not the best use of my time by any stretch lol. I'd say mechanically it's pretty sub optimal actually to even try for those Prologue kills. I mean beyond just the satisfaction of having done it once, not really worth it in my view. Adds 30 minutes to the run that could be spent just advancing the story with almost no downside on the backend and then you get to keep all the loot for use later. It is fun to burst early though, like being able to cast Shatter or Cloud of Daggers for that first battle at the Gate feels pretty major. Still though, it's basically the same amount of XP and loot we'd get from fighting Sarth Baretha and the Raiders, so I'd probably just try for that instead. This run I went for Minthara Knockout at the Goblin camp, so whatever extra XP from the Grove battle we left behind. Seemed like the right thing to do.

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I'm sure Karlach will be disappointed in us eventually for trading away May and eating the Hags Hair, but I missed with my silence bubble so Mayrina got sucked down into the den! Our heart says 20 Charisma though, so she's basically toast now lol
 

Black Elk

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That's a good looking hound right there!!! Henry is back! Excellent dye jobs too hehe. Love it!

Lol yeah Brain surgery with STR feels pretty medieval, guided by divine might at the Knick. Hopefully will pan out later on in Act II though for ya! Us is pretty gross, but they get a nice little glow up on their return!
:)

For my main tactic at lvl 5 Sorcerer I use Twin Haste, then have Shadowheart cast Sanctuary on Din. Sure there's still a risk of AoE type damage breaking my concentration, but for the most part I can just sorta stand there pointing fingers and delegating hehe. Pre-buffing Jump is also a mainstay, since it's a pretty reliable way to jet if needs be. I haven't really used my Shadowmagic very much. Seems like it's mostly just a means of escaping combat the way I play. I'd like to pick the Chromatic Orb at some point just for dmg type versatility, but so far haven't missed it. Jump I think is the better all around spell, since I can ritual it on all the pets, for the honorable triple jump hehe.
 

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The modded Karlach look is actually datamined from game files, so at one point, she was supposed to look like that. I especially like the fire in her eyes, heh.

Here are the mods I use:

https://github.com/LaughingLeader/BG3ModManager

BG3 mod manager


https://www.nexusmods.com/baldursgate3/mods/944

Native Mod Loader


https://www.nexusmods.com/baldursgate3/mods/668

Achievement Enabler


https://www.nexusmods.com/baldursgate3/mods/15064

Henry of Skalitz Head and Hair


https://mod.io/g/baldursgate3/m/item-and-spell-bug-fixes#description

Item and Spell Bug Fixes


https://www.nexusmods.com/baldursgate3/mods/16092

Strike a Pose - Extra poses for Photo Mode


https://www.nexusmods.com/baldursgate3/mods/4549

Elven Weaponry - Smithing Kit


https://www.nexusmods.com/baldursgate3/mods/11798

Myrkul's Weaponry - War Scythes


https://www.nexusmods.com/baldursgate3/mods/629?tab=description

No Inspiration Point Cap


https://www.nexusmods.com/baldursgate3/mods/508

Datamined Karlach


https://www.nexusmods.com/baldursgate3/mods/1535

Scratch Variety (Now with New German Shepherd)


https://baldursgate3.game/mods#/m/scratch-overhaul

BFR: Scratch Overhaul


https://www.nexusmods.com/baldursgate3/mods/14004

Best Boy Can Dig - Scratch Shovel


https://baldursgate3.game/mods#/m/better-inventory-ui1

Better Inventory UI


https://baldursgate3.game/mods#/m/bettertargetinfo1

Better Target Info


https://baldursgate3.game/mods#/m/feartaylors-camp-clothes

FearTaylor's Camp Clothes


https://baldursgate3.game/mods#/m/faeruncolors

FaerunColors


https://baldursgate3.game/mods#/m/all-camp-clothes-and-dyes

All Camp Clothes and Dyes


https://baldursgate3.game/mods#/m/weightless-consumables

Weightless Consumables
 

Black Elk

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Yeah I really would like to check out the latest for mods. For me it's always a struggle to find the right matching hues on the dyes.

I switched up our safety colors, cause I went after Grym this time and I like Lae'zel in Orange with that dye. She looks like the one Samurai flick, but then that leaves nobody rocking green, so I stepped in for now. I figure we can switch again once Jaheira is on board, but sorta vibing on it for the robes hehe.

I did basically all the everythings from EA, so Underdark, Grymforge, Ancient forge the more familiar route basically, little bit safer. Only the Bulette and the Spectator really give me pause cause they can do deadly stunning or yeet type moves. This time I blundered into the Spectator and managed to take him down since darkness isn't quite so bad as a Shadow Sorcerer. In that fight Karlach's throw defeated Lae'zel maneuvers for sure, since can't get too close. We opted not to tempt fate with the Bulette, figured I could just come back later. I slayed the Mushrooms and knocked out for the Acid dmg ring, but then I was afraid to pick off the Duergar rebels after we did all the Nere stuff. I was afraid of accidentally killing the Gnomes we just saved. I hit lvl 7 blowing up Kobolds after we dispatched the entire Creche. For that part I think it's easiest to just nail Jeera immediately when we enter the room, Hold Person and swack non lethal to get myself a halfway decent Dex at 18. I used something like 4 smoke powder barrels to detonate Ch'rai, which seems the safest approach. They will reposition though, so I drank a potion of vigilance for that to get the first shot off.

This time we didn't get fooled by floor traps lol. Lae'zel grabbed the morning star mace and we jet. I opted not to stick around after that, felt like I was far enough ahead of the curve to leave the Eagles alone, and not risk double Death Shepherds and all those Ghouls.

We raced to Last Light and just rushed. I purchased another potion of vigilance and headed straight upstairs for Shadowheart to cast sanctuary on Isobel. I had Scratch remain downstairs with Jaheira to try and draw some heat away from her. I had Karlach do the furius hurl on Marcus, Lae'zel to take out the Flaying Demon outside, and Shadowheart to protect Isobel with Upast Spirit Guardians and just sorta park it wherever Isobel was going. I used Nimbus and my Main to try and peel off a few hitpoints so the demons would die when they hit Shadowheart's glowing perimeter. Worked pretty well. Now we just gotta save Minthara and the Tiefs and I think we're solid.

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Leading with the heart lol
 

Black Elk

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Terminex'd the Drider! That was about as clean a fight as I'd ever fought right there hehe

I started like I always do, by raising Xeph from the dead with Selune's blessing, to fight one more time as a Skeleton archer. We held back and waited for him to kill that one Goblin then launched immediately into the attack. I opted not to prep twin haste for that, since Kansif has a fireball. Good thinkg since I took the first hit for the team, he came right after me! Couldn't hit him on account of spider sanctuary so we did the fire and ice method. I had Karlach hurl her elemental Great Sword to pick off the Gobs, then dropped and ice storm quickened Fireball to clear out all the minions. I think this is the safest, trying to keep all the Harpers alive. Then we quadruple team'd him as soon as he dropped Sanctuary.

It's like the one time when Lae'zel's Disarming Maneuver actually landed in the clutch! lol

I guess she sorta called it like Babe Ruthless. Pointing off into the middle distance, a total natural. She was getting all misty eye'd surveying the battleground with the banter hehe

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The spider didn't stand a chance! Cyan Eye'd Din and the team set it up, then Shadowheart landed the killshot with Necrotic hands. We spare the pixies to avoid the broken record please lol. On to the next now!

This is always the longest part for the game for me, waiting to see whether or not I did the Minthara KO properly. Fingers crossed!
 

Antimatter

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So far, so good. Used my spare inspiration points to save Arabella, and all worked just fine. Saved the kid on the beach as well, the harpies don't pose a big threat if you jump there from above instead of going from the water side.

Then cleared the blighted village, at least the surface level. The ogres never seemed dangerous to me, maybe because since the very first attempt in EA, I always start the fight on the roofs. They can't do much other than throw occasional boulders. This time, however, I figured out the trick to make the smarter ogre drop Concentration for the Blur spell - I used a fire arrow and then threw an oil barrel right at him. It was enough to stop his Concentration, and this sped up the fight.

The Honour mode definitely made me try stuff I have never done, e.g., kicking Topaz - that bird with a key. Persuasion didn't work, so I had to use Intimidation and then literally kicked a bird. Karlach and Astarion approved that, and honestly, the bird wasn't as pleasant as it usually is when Persuasion works.

Also, some bad dice led to one of my party members getting arrested - that's the first time I went through that. Not actually bad.
 

OrlonKronsteen

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The Honour mode definitely made me try stuff I have never done, e.g., kicking Topaz - that bird with a key. Persuasion didn't work, so I had to use Intimidation and then literally kicked a bird. Karlach and Astarion approved that, and honestly, the bird wasn't as pleasant as it usually is when Persuasion works.
Man, it seems I only know a fraction of the quests, items, etc. in this game. I don't know how you guys discover all this stuff!

Thanks, btw, for the mod recommendations. It caused me to do yet another restart, but worth it.
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Black Elk

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I keep finding new things every time too. Like I have been playing for a couple thousand hours and every single run I find some hidden item or mini area, or I'll fall into some secret conversation or encounter I didn't realize could go a completely different way. One thing they did do a pretty good job of was to capture that spirit of finding some badass equipment buried on the outskirts of a farm, or a wizard's ring stashed in a tree which recalls to mind BG1 for me. I think if anything they must have set a bunch of decoys by having things like empty hunters stashes and vases with never anything inside. I'm sure there is someone just 1 vase that has something worthwhile inside it, but I stopped even clicking on them long ago. Too much effort there, perhaps someday someone will find a vase with an artifact inside. Like that's where I'd hide the Orbs of Dragonkind for sure, since in this universe it seems every amphora and urn is like a complete void. Just staring into the abyss hehe.

I generally don't mind that the game has a few randomized tables for treasure chests and such, since the tables themselves seem to be basically set. The merchants as well. Other times I wish there was no rng type loot at all, but that's all just mostly scrolls and potions. Like every item that's named or on a monster, that stuff is all fairly consistent in the BG way, which allows for some routing. I haven't found anything that would be the equivalent of like killing Drizzt for the best equipment in the game immediately with a fondue maneuver. Hunting basilisk with Korax the ghoul. Using the belt of the antipode to collect whitewolves. Or ankhegs and ankeg armor and a mountain of gold. On the other hand there are a few shortcuts and fights that can be made a lot simpler with a little prep, it's just a lot slower on the uptake. In BG1 I feel like if I wanted to I could skip the entire main campaign and be at Durlag's inside of an hour with enough stuff and xp to make that interesting. In BG3 I haven't found a quick way to exit Act I and enter Act II or III that doesn't take me like a whole week of solid play lol.

Sometimes I miss the little things, like Shovel, but usually I forget my earlier disappointments and just press ahead if it's honorable. Sometimes I get very frustrated though. Like that one time I accidentally killed Rath and Silver trying to do some non-lethal drills with the Druids. The whole AoE permadeath for recruitable companions or random NPCs. I mean I feel like they should have just allowed resurrection scrolls and spells to work on everyone. There's nothing like a chunk out going on in this game, except for those instances where an NPC can be killed before they can join the camp.

We did manage to recruit in Minthara so that was a plus. Jaheira makes me the most nervous. I don't want to take any chances so I just sorta casually pickoff everyone at Moonrise Towers. We set Minthara up with the second suit suit of heavy adamantine, but not sure how heavily she'll be in the rotation. It looked pretty good for going twinsies, although I think her more natural substitution would be with Lae'zel, I have her tapping in for Shadowheart when she does come along. I liked the idea of having a team with 3 giant swords.

A flaming acidy sword, a psych sword, and a silence sword. Silence sword doesn't hit as hard, since she doesn't have any special rings, but with the smite it's pretty decent. She'd probably end up with a Halberd or something, but for the color coordination it seemed to work best. Setting her up to do some healing was a little trickier since I don't want to blow actions on that usually, instead she uses the amulet and the gloves to get everyone all blessed out. Her stat block was rough so we had Withers rework her for a couple extra hitpoints and better base CHA for the auras and such. I dumped her DEX from 12 to 10 to make that happen, but I figure she'll be in the armor plate and such eventually. We took the opportunity to even out our own stats as well. I always get nervous dumping anything below 10, since I don't like seeing the -1 come up first. Even though I'm sure it doesn't matter I just gave myself all 10s and a 11 in Wisdom. The Dex gloves we never take off from this point I don't think so I won't fret off that. Minthara might make better use of them for the occasional crossbow bolt, but my AC is pretty low otherwise so I got greedy there. Circlet of Int I don't really need, but I suppose if ever there was a point to take a lvl in Wizard it's probably right here at lvl 7.

Main reason would be for spell versatility, since Wizards get prep 4 spells wearing the Circlet that would allow me to keep some useful stuff like Hold Person or Haste, without having to give up the Flavor on Shadowblade. Also allows us to prep longstrider and use Arcane Recovery on a lvl 1 spellslot to eat for Sorcery points. That one doesn't seem as important with the Hound of Ill Omen doing the bites, but it's better to have an extra Sorc point in the bank before having to do a combat, since probably I nap after regardless. I think at the high end it could be rough, because then we are limited to just a single lvl 6 spell known, since we can't write a lvl 6 spell, also the final feat. Although for that it's sorta like just for flash on the endgame stats. I think it might be a lot better mechanically to just be a S'wizard and always have 4 wizard spells ready to go. Downside is I have to find the scrolls first, and sometimes being spoiled for choice on spells or hotbar real estate can be a bit intense. Hard to decide. I think if I'd kept Gale in the rotation wouldn't matter, but he's sorta benched till Act III anyway. It's a tough decision because once I go S'wizard I usually don't back hehe. Here I wanted to just try pure class Shadow Sorcerer and save my multiclass antics for later. Why I've been trying to get back to the Ketheric fight, since last time I did a Multiclass Death Cleric Shadowsorcerer. I think Shadow S'wizard would be very powerful, but I kind want to save it and also take my 3rd feat for a change hehe.

I think my best use of the Spellcrux amulet is to give it Shadowheart so she can upcast and summon 3 skeletons for free, then replenish that slot. For Din I kept the Pearl of Power we bought from Blurg, since that allows me to Prep Twin Haste as freebee then restore the slot with the amulet. Or the Alternative we can switch Amulets and she just does one Skeleton for free, while I plan for double Ice Storms or something like that. Seems to work reasonably well. For the Thorms I try to just do them all at once on the same rest, right after we get the Dark Lady's blessing for +5 Charisma. I just talk them into exploding themselves avoid the fuss. I sorta gave up on trying to be completionist with the minor XP gains, cause at this point things can get scary. Don't want to die to some random Needle in the haunted forest. I gave Wyll and Gale a boost up, since I will use them for Firewalls to try and save Halsin but probably not much else. I felt bad backbenching Gale, but as soon as I learned my own fireball I sorta kicked him to the curb again. Fireball is not really the best, but it's so satisfying to use that I feel like I need to take it or I'm not a proper Dragon Sorcerer. Wyll we practically forgot even existed until Mizora showed up again to remind us. Same deal with Astarion and his devil stuff. I do what we can but not really the top priorities for me. Instead I just always want to make sure I have Jaheira so I sorta race towards clearing out the Towers to make sure she doesn't have any problems on the way towards the roof. I figure Karlach would want to team up like 'meet your heroes' but I get nervous slotting in new Characters at the last minute. The Ketheric fight can be pretty intense, and if I'm not used to doing all the moves it's a bit of a bust. I think they really botched the Halsin incorperation into the crew. He really should have come online for the whole end of Act I so we have plenty of time to practice Druid stuff. Instead he shows up right before Jaheira does, sorta all the thunder gets stolen out from under him. Just seems like it would have been way better for him to be around during the Underdark. Or at least to join up earlier like Minthara at least can do some stuff in the early part of Act II. Like heading back to Moonrise immediately to kill Z'rell!!!

This is always her big play for me. She hops on board to rescue the other prisoners like Narkina 5

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"One way out!" and then at least everyone can respect her for that hehe
 

Antimatter

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I might be in the minority here, but I like to loot all those vases, crates, bookcases, and just common miscellaneous items scattered around. I loved doing that in the D:OS games, so I guess that's my habit from them. Also, Act 1 of BG3 reminds me of D:OS environment design (in a good way, not the way people around the net complained), and it makes me eager to hoard all those forks, plates, and rugs just to sell them later for additional money.

I agree that there are so many secrets and small details around. I'm taking my time with this playthrough, even if I played through Act 1 four times.

The party reached lvl 4 and got new equipment from the merchants. We look more solid now:

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I still haven't had a chance to get the Summon Scratch scroll/skill (as there are many more party interaction scenes so far), so the boar will do.

Reaching lvl 4 was quite a straightforward process, just a few other fights in the blighted village, and below it, a few successful interactions (e.g. getting out of the owlbear cave without a fight, finding the Infernal Iron for Karlach, solving a riddle in Halsin's chamber). I wanted to secure lvl 4 before setting up for one of the more dangerous encounters at this stage, against that matriarch spider.
 

Black Elk

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Lookin' sharp!

Oh I'll pick up the forks for sure hehe. Everything in the Dank Crypt that isn't nailed to the floor, definitely!

At the start I will horde all the cutlery, but I don't think I've ever seen anything in a Vase. To me it just feels like a cruel joke, or maybe someone botched it and then it just became an inside joke, but it feels like someone forgot to remove them as interactable containers. A lot of the time I just get annoyed at things which were mentioned but never addressed. Like all it would have taken would have been a weak loot table for 1 vase out of 10, and that would have breathed some new life into all those early areas. Most of the camps are the same way. One interesting Camp in Act I, if you camp in the Wine Cellar, then there will be wine in the racks and some random swords and such. A few bags laying on the floor to loot there, but otherwise the rest of the camps are all barren of anything to collect or interact with. Like there will be a bookshelf, but no books on it, that sort of thing. There is so much rope, and it weighs a lot, but we never get to use it hehe. For the most part what I seem to do is hold onto every single item with a name, even though I know I won't use them. For some reason it's hard to part with anything since they all have some random special something that seems like it could potentially be useful at some point. In the end though I always get the impression that I waited to long to cash out and that it would be much simpler to just sell everything not equipped, except for maybe 1 or two items that get used a lot but only situationally.

I still wish we could name an Animal Companion or a Familiar. Name a Weapon, Name a Hireling, that sort of thing. To me that'd be super low hanging fruit in a cRPG of this sort. My ideal fruit salad would have more apples and peaches, some select goodberries, less filler with the cantaloupe or rogue melons lol. Basically the game where I get to choose all my own fruit on that, and give better nicknames to all my weapons and fur pals.

Like if Drizzt can have Icingdeath and Twinkle for his scimitars, maybe mine could be called Fondant and Twizzler? lol

This run I think I forgot to do the Matriarch. Checked my pack, had the book but no stone or poisoner robes, so I must have blown right past it in the confusion over losing Shovel. I miss their running commentary hehe. I take one look at the giant stone statue of the wolf in the Emerald Grove and it makes me want more Wolves and more animals, even though we do get quite a few in this game. Act III could have just been all about Scratch and some romp through the Beastlands, I'd probably have been equally entertained. Sometimes I buy steaks for Scratch and the Owlbear if I'm feeling extra rich. I think the camp could have used a goat, and then I'd collect all the rotten fruit, but as it stands that and leather armor I usually just leave behind lol. Currently I'm on the hunt for Black and Furnace Red dye for Karlach. Seems to be a rarity around these parts.

We made the most of our Fireball with distant spell to keep Halsin's portal open. I switched out Shadowblade for Chromatic orb at lvl 8, since I was having trouble getting any Sorcery points from the elemental Omen stuff with the Hound. We got the Shadowblade from Arabella I figure, and I don't use it much. Then at lvl 9 I switched Shatter for Hold Person, since I figure that'll be more useful overall from this point. I didn't want to ditch Haste just yet so I chose Cone of Cold rather than Hold Monster. Thought about foot dragging it to try and hit lvl 10 maybe, but the Gith Fight pushed us to 9, so I think we might come out right about there after the Colony or the big fight at the close, which felt about right.

I think I must have raised Xeph into a skeleton archer like 4 or 5 times, so they must have switched that up. Or maybe it's just cause Shadowheart is a born death cleric lol. To me Death doesn't feel as strong as Light or Storm Cleric, but comparable to the others like Life or War. Double Cantrip is sorta not really very useful except in the very early game, but ignoring Necrotic resistance is pretty cool. I felt pretty powerful with my Necrotic Spirit guardians in the Gauntlet, zapping stuff without fear of radiant retorts or needing to build around the Luminous Breastplate. I kept the speedy kicks and the gloves with the bonus jump, but gave her Special Shar getup for the classic look hehe.

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I always hesitate at this part, whether to go back and do the Eagles or stuff like that, but then I invariably just want Jaheira on board and venturing forth.
 

Antimatter

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I agree with your suggestions, but I feel they just ran out of time to implement even more systems than the game currently has. At least, some can be solved with modding, like unlimited dyes, for example. I've always felt their original transmog system is clunky, not good enough, and not fitting for the game. If players could freely transmog instead, or at least, freely dye armor without limitations, that wouldn't have distracted them from actually RPing and playing the game overall.

Here are a few screenshots showing how we dealt with the huge spider. Using environment & fire arrows. That's the approach right from the D:OS games, but unlike some players, I never minded that. Why have consumables in the game if we can't use them? Especially since sometimes enemies can be extremely effective with them as well.

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After that, I got to the cellar and was fortunate to get enough Perception on the character second to last in my whole group for the check, to be able to get to the secret section. You can't use Inspiration points on such checks, so I would have been screwed if this wasn't passed.

Now the group is on the way to the paladins for Karlach's quest. That is another difficult battle, we'll see how it goes.
 

Antimatter

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As people in Bohemia say, man proposes, but God disposes. I spoke with the corpse next to the "paladin" merchant, and it confirmed what Karlach told us about Zariel. So I decided to use Astarion to do some pickpocketing, so as not to lose items when the fight emerges. He was rolling high for smaller items, and I decided to try & steal the res scrolls. Ofc, he failed.

Not only did I have characters in non-ideal spots, but I was frustrated about the failed roll. Then I decided to shoot a bottle of grease towards the main paladin. You know, he has low DEX so I figured I'd want to get him prone. But there was a candle there. So instead of grease, I got fire around. It worked out after I blocked the direct path to my troops with the Cloud of Daggers, so instead of his lethal attacks, he dashed. We finished him off the next turn before any danger actually materialized.

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Henry got inspired after reaching a High level of Karlach's approval afterwards. I like the Noble background so far.

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It was Karlach who finished off not only that main "paladin", but also a Flind, in the next battle. Divine Favour slaps!

And you might notice Scratch as Henry's full companion now. Yay!
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Black Elk

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That was a clutch shot by Henry to nail the second spiderweb bridge with the fire arrow! Poisoned and everything, dude's got grit! Gravity damage from the top rope! Nice!

Somehow I always seem to get caught sneaking around in there. Like instead of a clean burst vs the big bad to open, I'd be working my way through the spider eggs and get spotted. Have to bail and come back, but then with terrible ambush positioning, and already destroyed bridges.

Scratch delivering Justice! And barking down the Gnolls! I dig it
:)
 

Antimatter

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Well, we almost dug our own grave as we seriously underestimated how powerful the githyanki group would be. And the fact that Lae'Zel rushes forward and the fight starts with her standing right next to the enemies quickened our downfall.

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Sarth Baretha is a monstrosity. Rolling dice twice, attacking twice per round, scary.

The Hold Person spell meant the end of Karlach next.

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Henry was smarter than the gith, though, and used the Potion of Invisibility just in time. And fled from the battle. This was one option I always enjoyed in Larian games (something that was missing from PoE & Pathfinder games, where retreating from combat is impossible, and you have to accept TPK even if you still have characters alive and well). Retreating from combat was possible in the original Baldur's Gate games, and I find it a valid tactic.

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Then Henry returned to the camp alone, asked Withers to do his magic, and the whole group came back, this time to surprise-ambush the githyanki! A tip here: if you try using Res scrolls next to the enemies, the fight will (re)start, and the raised party member will be with only 1 HP. And you need to be close to the body. However, if you ask Withers to raise them, he can do it in the camp, in a totally safe environment. Then you can recast the spells and come back to the enemies, and this time, use your advantage.

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Sarth Baretha managed to kill Karlach in one round again, that's just how powerful her attacks are (against lvl 4 enemies though). It was important to see that the enemies use short rests (after you flee) as well.

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But in the end, she lost. Lae'Zel got inspired, and for a good reason. She was also vocally annoyed and angry about these githyanki, I can understand her.

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