Stop Playing Blind.
Start Dominating Faerûn.
Baldur's Gate 3 is a once-in-a-decade RPG. 174 hours of content. 12 classes, 46 subclasses, 10,000+ variables. One wrong build can cost you 30 hours of progress. This guide turns the unknown into a roadmap.
What's Inside (Over 300 Pages):
- Complete Main Story Walkthrough �?Every decision, every branching path, every optimal choice across all three acts. No guesswork.
- All 12 Classes �?Perfect Builds �?Min-maxed stat spreads, best subclass, optimal feat progression, gear progression, and rotation for every class. From Paladin 7 / Warlock 5 to the legendary Gloom Stalker Assassin.
- Every Boss �?Step-by-Step Tactics �?Raphael, Ketheric Thorm, Orin, Gortash, Cazador, Ansur, the Netherbrain, and 40+ more. Exact positioning, ideal party setup, and how to cheese safely.
- All 150+ Side Quests �?Complete walkthroughs sorted by act. No missable quest left behind.
- All Endings �?How to Unlock Every One �?The 7 main endings, 16 companion endings, and the secret "evil" ending. Exact dialogue choices and approval thresholds.
- Legendary Item Atlas �?Every rare and legendary item with map coordinates, exact location descriptions, and the builds that use them best.
- Hidden Chests & Secret Areas �?Every buried chest, illusory wall, locked vault, and optional dungeon mapped out.
- Honor Mode & Tactician Difficulty �?Legendary actions, boss AI changes, and builds proven to clear Honor Mode consistently.
- Beginner to God-Tier �?Starter tips for newcomers AND high-level optimization for veterans. Respec strategies, economy tricks, XP optimization.
100% Gumroad Satisfaction Guarantee: This guide is updated for Patch 7, including Honor Mode legendary actions and the new evil endings. Free updates for life.
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Getting Started �?Faerûn Survival Guide
1.1 Choosing Your Difficulty
| Difficulty | Best For | Key Changes |
| Explorer | New to CRPGs / Story-focused | Enemies -30% HP, no party-friendly fire, camp supplies doubled |
| Balanced | First playthrough, standard RPG experience | Default rules. Recommended for first-timers who want authentic D&D 5e. |
| Tactician | Veterans, second playthrough | Enemies +30% HP, +AI aggression, legendary actions on some bosses |
| Honor Mode | Ultimate challenge | Single save file. Boss legendary actions. Party wipe = campaign lost. Enemies have new abilities. |
Recommendation: First playthrough on Balanced. It's challenging enough to be satisfying but forgiving enough to let you explore. Honor Mode requires intimate knowledge of every fight �?do not attempt before Chapter 12 of this guide.
1.2 Character Creation �?The First Critical Choice
Your race, class, and background determine the next 100+ hours. Here is the objective tier list:
Best Races Tier List
| Tier | Race | Why |
| S | Wood Half-Elf | 1.5m extra movement, darkvision, Shield proficiency, two skill proficiencies. The most efficient race in the game. |
| S | Half-Orc | Relentless Endurance (cheat death once per long rest). Savage Attacks (extra damage dice). Best for melee. |
| A | Githyanki | Misty Step (free), Enhanced Leap, free skill proficiencies. Best for Gith-exclusive dialogue options. |
| A | Drow | Superior Darkvision, Faerie Fire, Darkness. Excellent for rogues and casters. Drow-exclusive dialogues. |
| B | Human | +2 to two stats. Unarmed passives are largely wasted. Versatile but outclassed. |
| B | Shield Dwarf | Medium Armor proficiency, +2 STR +2 CON. Strong for martials but movement penalty hurts. |
| C | Tiefling | Decent spell access but ability score spread is awkward. Infernal Legacy is underwhelming in Acts 2-3. |
| F | Gnome | Advantage on INT/WIS/CHA saves is excellent but 7.5m movement is crippling on many maps. |
Best Backgrounds
Backgrounds give skill proficiencies. These are the most useful combinations:
- Urchin �?Sleight of Hand + Stealth. Mandatory for any lockpicking character (rogue, bard).
- Soldier �?Athletics + Intimidation. Best for martial classes.
- Guild Artisan �?Persuasion + Insight. Best for party face characters (paladin, sorcerer, bard).
- Acolyte �?Insight + Religion. Strong for clerics and lore-friendly.
1.3 Core Mechanics You Must Understand
The Action Economy (The Most Important Concept): Every turn you get 1 Action, 1 Bonus Action, 1 Reaction (per round), and Movement. Actions are for attacking (1 attack or 1 cantrip), casting leveled spells, or using items. Bonus actions are for jump, dash, off-hand attack, class features (Cunning Action, Flurry of Blows). Reactions trigger once per round (Opportunity Attack, Counterspell, Shield spell). The best builds maximize what you can do with each of these resources.
Proficiency Bonus: Starts at +2, increases to +4 by endgame. You add this to skills, attack rolls, and saving throws your character is proficient in. Always prioritize proficiency in Perception (find traps and secrets) and Persuasion (dialogue success).
Advantage / Disadvantage: Roll twice, take the better (advantage) or worse (disadvantage). They do not stack �?one source of advantage cancels all sources of disadvantage and vice versa. High ground grants advantage on ranged attacks. Guiding Bolt grants advantage to the next attacker. This is the single most important modifier in combat.
Long Rest vs Short Rest: You can take two short rests per long rest. Short rests heal 50% of your max HP and recharge warlock spell slots, monk ki points, and fighter Action Surge. Long rests restore everything but cost 40 camp supplies (80 on Tactician/Honor). Be generous with rests �?the game never punishes resting except in a few specific timed quests (marked in later chapters).
1.4 Party Composition Fundamentals
A balanced party needs four roles. You control all four, so plan them together:
- Frontline (Tank/Damage): Paladin, Fighter, Barbarian. Soaks damage and deals steady melee DPS.
- Arcane Caster (Control/Burst): Wizard, Sorcerer, Lore Bard. AoE damage, crowd control, utility spells.
- Divine Caster (Healing/Support): Cleric, Druid, Paladin. Bless, Healing Word, Sanctuary, revives.
- Skill Monkey (Stealth/Lockpicking/Face): Rogue, Bard, Ranger (Gloom Stalker). Opens locks, disarms traps, passes dialogue checks.
Recommended beginner party: Paladin (Tav) + Shadowheart (Trickery �?respec to Life Cleric) + Lae'zel (Battle Master Fighter) + Gale (Evocation Wizard). This covers all four roles with strong companion stories.
Pro Tip: Respec companions immediately. Shadowheart's default Trickery Domain is the weakest cleric subclass. At the Wither's wardrobe in camp, respec her to Life Domain for 100g. You'll thank yourself for the next 80 hours.
Complete Act 1 Walkthrough �?The Nautiloid to the Mountain Pass
2.1 Prologue: The Nautiloid (Approx. 20 min)
Objective: Escape the mind flayer ship before it crashes.
- Room 1 �?Awakening: Grab the Elixir of Hill Giant Strength from the dead mind flayer behind you. Loot the corpse next to you for a dagger. Use the console to open the door.
- Room 2 �?The Imps: Shadowheart is trapped in a pod. Use the console (DC 10 INT check) to free her. Attack the imps from range if possible.
- Room 3 �?Commander Zhalk: The cambion commander fights two mind flayers. Do not rush. Let the mind flayers tank. Loot the two chests on the left and right platforms first. Attack Zhalk from range. When he drops below 30% HP, focus him down �?he drops Everburn Blade (2d6+1d4 fire, greatsword). Grab it and run to the console at the top. Use the transponder.
CRITICAL �?Everburn Blade: This is the best early-game weapon. 2d6 slashing + 1d4 fire (average 12 damage per hit). Use it on Lae'zel or your Tav until Act 2. Do not skip it. If you're struggling, set the difficulty to Explorer for this fight, grab the sword, and switch back.
2.2 Act 1 �?Surface: The Wilderness & Druid Grove
Level range: 1-5. Suggested level for major fights: 4+.
Priority Order (Optimal Path):
- Crash Site: Loot the ruins. Find Shadowheart (if you missed her on the Nautiloid). Pick up Astarion, Gale, Lae'zel from their recruitment spots nearby.
- Druid Grove (Emerald Grove): Enter the grove. Talk to Zevlor (tiefling leader) and Kagha (druid leader). Get the quest "Save the Refugees." Do not raid the grove with Minthara on a good playthrough. It locks you out of multiple Act 2 quests and the best vendor.
- Wither's Chapel: Location: X:50, Y:-18 (beneath the ruined chapel). Solve the stone puzzle by matching the plaques to the wall. Chest contains 400+ gold. Withers spawns here �?he is your respec NPC. He joins your camp permanently.
- Owlbear Cave: X:130, Y:-55. Fight the owlbear. Let the mother hit the goblin scouts first. Loot the Amulet of Misty Step from the stash behind her.
- Blighted Village: X:-60, Y:-70. Clear from the outside in. Use the windmill (south side) to create a distraction. Free the gnome from the windmill. Loot the Underdark entrance in the well and the alchemy lab in the apothecary (X:-50, Y:-60).
- Goblin Camp / Shattered Sanctum: Kill the three goblin leaders: Priestess Gut, Dror Ragzlin, and Minthara. Approach order matters:
- Priestess Gut: Accept her "healing" �?she takes you to her room. Kill her alone. Loot the Warped Headband of Intellect (sets INT to 17 �?incredible for non-INT classes).
- Dror Ragzlin: The hardest goblin fight. Clear the rafters first with ranged. Use the war drum to call enemies into a choke point. Silence on Ragzlin prevents him from calling reinforcements.
- Minthara: Kill her last or knock her out (non-lethal damage) if you want to recruit her in Act 2. Loot the Spider Lyre from her body.
- Save Halsin: Free the druid from the Worg Pens. He returns to the grove and resolves the refugee standoff. This completes the "Save the Refugees" quest.
2.3 The Underdark
Entrances: Well in Blighted Village (X:-50, Y:-60), Defiled Temple beneath the Goblin Camp, Whispering Depths (spider cave). Both entrances lead to the same area.
Underdark Priority Order:
- Myconid Colony: Talk to Sovereign Spaw. Get the quest to kill the Duergar leader. Do not attack the Duergar immediately �?use the Duegar at the boats to give you a ride to Grymforge first.
- Selûnite Outpost: X:-180, Y:-210. Contains Boots of Speed (bonus action: double movement for 3 turns).
- Arcane Tower: X:-20, Y:-270. Requires Sussur Bloom (from the Sussur Tree at X:10, Y:-230) to power the elevator. Loot the Ring of Protection (+1 AC and saves �?best ring in Act 1) from the top floor. Also grab the Flame Enameled Gloves and Dark Justiciar Half-Plate from the hidden chest (detect hidden with a perception check).
- Grymforge: X:-640, Y:-380. Grym Boss: Use the Hammer (pull the lever at the forge) to deal 300+ damage. Lure Grym onto the central platform with a ranged character. Pull the lever when he's standing on the anvil. One-shot kill. Loot Grymskull Helm (heavy helmet, advantage on perception) and the mithral ore from the nearby veins.
- Adamantine Forge: Craft one Adamantine Splint Armor (reduces all incoming damage by 1) or Adamantine Shield (shield bash, enemies can't crit). The armor is better for your frontline. You can only craft one unless you get a second Mithral vein.
Mouse-over Tip: The Adamantine Splint Armor makes you immune to critical hits. This is invaluable against the Act 2 bosses who frequently crit. Always craft the armor before the shield.
2.4 Mountain Pass �?Crèche Y'llek
Level recommendation: 6+. The Crèche is significantly harder than the Underdark. Warning: Entering the Mountain Pass progresses the druid grove questline. Complete all grove/goblin business first.
- Githyanki Patrol: X:170, Y:-145. Diplomacy check (DC 15) avoids the fight. If fighting: focus the Githyanki Warrior first �?his multiattack is dangerous.
- Crèche Y'llek (Monastery): Enter through the mountain path. Use the Githyanki Disguise (Mask of the Shapeshifter or Disguise Self) to get friendly dialogue.
- Inquisitor Chamber: Mandatory fight. The Inquisitor has Legendary Resistance (even on Balanced). Use height advantage. Shadowheart's Spirit Guardians is devastating here.
- Astarion's Personal Quest: The necromancer in the basement has a book about vampire spawn. Let Astarion interact with everything.
- Zaith'isk: The gith healing machine. Lae'zel wants to use it. Let her �?or use it yourself. Pass three DC 15 checks for permanent stat bonuses. Fail = permanent debuff. Save scum or use inspiration.
CRITICAL LOOT �?The Blood of Lathander: Legendary mace. Location: Crèche basement, behind the stained-glass barrier. You need the Ceremonial Weapon (mace, battleaxe, longsword, warhammer) placed on each of the four pedestals around the room. The weapons are scattered around the monastery. The mace heals 3d6 every 3 turns, blinds fiends/undead, and creates a 6m sunlight radius. Best Act 1 weapon for any cleric or paladin.
2.5 Act 1 Finale �?To Act 2
Two paths to Act 2:
- Underdark �?Grymforge elevator: The safer, item-rich path. This leads to the Shadow-Cursed Lands at the House of Deeproaches (X:-580, Y:-820). Better loot.
- Mountain Pass �?Shadow-Cursed Lands: The shorter path. Leads directly to the Last Light Inn area. Less loot but faster.
Do both before moving on. Complete the Underdark AND the Mountain Pass. They each offer unique XP, items, and story content. You can freely fast-travel between acts until specific points marked in the next chapter.
Complete Act 2 Walkthrough �?The Shadow-Cursed Lands
3.1 Entering Act 2 �?Last Light Inn
Level range: 6-9. Suggested level for major fights: 8+.
As you enter the Shadow-Cursed Lands, you need a light source (torch, Light cantrip, or the Blood of Lathander) to survive. The shadow curse deals stacking damage the deeper you go.
First Steps:
- Last Light Inn: X:-80, Y:-110. The only safe haven in Act 2. Talk to Isobel (the cleric upstairs). She gives the Blessing of Selûne (immunity to the shadow curse). Protect Isobel during the ambush fight �?if she's kidnapped, the inn falls and you lose multiple quests. Sanctuary on her turn 1. Use Spirit Guardians to block the winged horrors.
- Dammon the Smith: In the inn's stables. The only NPC who can upgrade Karlach's engine. Bring infernal iron.
- Jaheira: The harper leader. She gives multiple quests. She can join your party temporarily.
Critical: Do NOT enter the Shadowfell (Gauntlet of Shar finale) until you've completed every surface-area quest. Entering the Shadowfell locks you out of ALL Act 2 surface quests, including several companion quests and the "Rescue the Tieflings" quest.
3.2 Reithwin Town
The central hub of Act 2. Three key locations:
- House of Healing: X:-30, Y:-50. Boss: Malus Thorm (surgeon). He can kill his own nurses. Dialogue: Convince him to operate on himself �?he kills himself instantly. Easiest boss kill in the game. Loot: Surgeon's Subjugation Amulet (attack paralyzed condition).
- Masons' Guild Hall: X:-140, Y:-80. Contains the Chisel of the Builder (quest item for Halsin).
- Potent Robe (Warlock BIS): Complete "Save the Tieflings" quest. Alfira rewards the robe. +1 AC, + spell DC, + CHA modifier to Eldritch Blast damage. Mandatory for warlocks.
3.3 Moonrise Towers
This is the Act 2 hub �?you can visit it multiple times. The first visit is diplomatic.
- First Visit (Diplomatic): Talk to Ketheric Thorm. He's not hostile yet. Explore the towers. Find the prisoner (Wulbren, the tieflings) in the dungeon. The goblin merchant Roah Moonglow sells rare items.
- Prisoner Rescue: In the dungeon (X:10, Y:10). Use the levers to open the cells. Escaping through the docks is easier than the front door. You can also find a boat exit to the Ruined Battlefield.
3.4 Gauntlet of Shar
Location: X:140, Y:45. Shadowheart's personal quest area. This is a long dungeon �?bring supplies for multiple rests.
Trials of Shar (3 Trials):
- Soft-Step Trial: Stealth challenge. Use turn-based mode. Pass without Trace trivializes this. Do NOT attack the shadow copies �?reach the central platform and interact with the orb.
- Self-Same Trial: Fight mirror copies of your party. They have your spells and abilities. Strategy: Disarm them (Battle Master maneuver) or use AoE before they close distance. Your copies are fragile �?one good fireball can kill multiple copies.
- Faith-Leap Trial: Jumping puzzle. Follow the invisible path. Use the Feather Fall buff. Misty Step to the final platform if you're stuck.
Bonus �?Yurgir: The orthon demon in the Gauntlet. You can fight him or convince him to kill his own allies, then himself (requires high persuasion). He drops the Hellfire Hand Crossbow �?best-in-slot for any dual-wielding ranger or rogue.
3.5 The Nightsong & Ketheric Thorm
CRITICAL DECISION �?The Nightsong: At the bottom of the Gauntlet of Shar. Shadowheart must decide: Kill the Nightsong (embrace Shar �?becomes a Dark Justiciar, loses her sweet personality, gains powerful gear) or Spare the Nightsong (rejects Shar �?remains herself, Nightsong helps in final Act 2 fight).
Gameplay impact: Sparing Dame Aylin (the Nightsong) gives you a powerful ally who fights alongside you against Ketheric and in Act 3. Killing her gives Shadowheart the Dark Justiciar armor set but removes the ally. For the best ending and more content: Spare her.
3.6 Ketheric Thorm �?Final Act 2 Boss
Location: Moonrise Towers rooftop (Phase 1), then the Mind Flayer Colony beneath (Phase 2).
Phase 1 �?Rooftop:
- Ketheric is immune to damage until the Nightsong/Dame Aylin breaks his shield.
- Strategy: Clear the necromites first �?they heal Ketheric. Use Daylight (spell or Blood of Lathander) to suppress his regeneration. Focus your physical attackers on Ketheric while a caster handles the adds.
- Dame Aylin: If spared, she joins the fight. She can't die (immortal). Let her tank.
Phase 2 �?Apotheosis (Mind Flayer Colony):
- Ketheric transforms into an avatar of Myrkul. Use the Mind Flayer's Dominated Intellect to stun him.
- Strategy: Attack the avatar's body, not the arms. The arms regenerate �?ignore them. Use Arrow of Ilmater to prevent his healing. Counterspell his Divine Intervention. Sanctuary on your healer �?Myrkul's scythe sweep hits for 8d10.
- Honor Mode change: Myrkul's legendary action adds necrotic damage to all his attacks. Use Death Ward on your party before the fight. A single scythe crit can one-shot a full HP character.
Complete Act 3 Walkthrough �?The Grand Finale
4.1 Entering Act 3 �?Rivington
Level range: 9-12. Suggested level for major fights: 11+.
Act 3 is the largest act by content volume. It's completely open �?you can tackle most content in any order. This section provides the optimal progression path.
First Steps in Rivington:
- Rivington General Store: Buy Gloves of Dexterity (set DEX to 18) from the vendor. Game-changing for any character with low DEX.
- Open Hand Temple Murders: X:50, Y:-10. Investigate the murders. This starts the "Investigate the Murders" quest leading to Orin's tribunal.
- Fraygo's Flophouse: X:30, Y::-¹⁻⬩. Find the "Hag's Note" to start the "Save Vanra" quest involving Auntie Ethel (act 3 version). Bring Globe of Invulnerability for the hag fight.
- Circus of the Last Days: The clown quest is missable. Talk to the ringmaster (Lucretious). Collect all clown body parts for the "Finish the Job" quest. The Djinni ring (spin the wheel until you get a ring) teleports you to a secret area with legendary loot.
4.2 Lower City �?Priority Quest Order
Enter through the Basilisk Gate (South Span checkpoint). The Lower City is dense with content. Follow this order:
- Stormshore Tabernacle: X:-25, Y:-50. Pay 200g for the statue buff: permanent +2 to an ability score. Do this first �?it affects all checks.
- Guildhall (Nine-Fingers): X:-80, Y:-60. Talk to Nine-Fingers Keene. Accept "Aiding the Underduke" quest. She provides intel on all major factions.
- Counting House: X:-120, Y:-30. Minsc and the stone lord quest. Retrieve the gold. Don't open the Vault #9 without reading the note �?it triggers a bomb.
- House of Grief (Shadowheart's Quest): X:20, Y:-100. The Sharrans ambush you. Use Turn Undead and Spirit Guardians �?the room is packed with low-HP enemies. Shadowheart's final choice: spare her parents or let them die.
- Cazador's Palace (Astarion's Quest): X:10, Y::-¹⁻⁴�? CRITICAL: Before the ritual fight, hide Astarion away from the ritual circle. Talk to him after freeing the spawn. The Rhapsody (legendary dagger, +3 spell DC and attack rolls) is in the dungeon.
- Steel Watch Foundry: X:-160, Y:-80. Sabotage or control the Steel Watch. Option 1: Sneak in and disable the security. Option 2: Fight through �?bring lightning damage (the watchers are vulnerable to lightning). Wernick's Journal in the back room reveals the factory's weakness.
- Iron Throne: X:-200, Y:-40. Timed rescue mission �?6 turns before the prison explodes. Use Dimension Door and Dash. Priority order: Duke Ravengard, Wulbren, Gondian prisoners, Omeluum. Each character can rescue 2-3 prisoners with proper movement management.
4.3 Orin's Tribunal
Location: Temple of Bhaal (sewer entrance at X:-40, Y::-¹⁻¹²⁰, or directly through the temple in the Lower City).
- Murder Tribunal: Face the judges. Rally allies from your investigation. Choose Duchess as the killer to expose the tribunal. Fight Sarevok �?he hits HARD. Use Hold Person (DC 22+). Kills him in 2 turns.
- Orin the Red: Final Bhaalist fight. She is a Changeling �?she shapeshifts mid-fight. Unstoppable buff (9 stacks of damage immunity). Use Magic Missile (each missile removes 1 stack) to strip her immunity fast. After unstoppable is gone, she's a glass cannon �?burst her down in 1-2 rounds.
- Important: Orin holds one of your companions hostage. You can attempt dialogue saves or fight her. If fighting, the hostage is not in danger �?they only die if you lose the fight.
4.4 Gortash's Coronation & Wyrm's Rock
- Coronation: You can attend the ceremony peacefully. Accept Gortash's alliance (temporary) or challenge him. If allying: You get the Netherstone without a fight. Orin will steal it from him anyway �?the alliance only saves you one fight.
- Wyrm's Rock Prison: Use the "enemy of the realm" disguise (Flaming Fist uniform found in the barracks) to free the prisoners without combat.
4.5 House of Hope �?Raphael
Location: Entrance through the Devil's Fee (X:-70, Y:-80 in Lower City), buy the Orphic Hammer quest from Helsik. Requires 20,000g or high dialogue checks.
Raphael's Fight (Hardest in the Game):
- Phase 1: Raphael is immune to damage while his 4 pillars are active. Destroy the pillars ASAP. Each one gives buffs to Raphael. Use Disintegrate or Divine Smite on the pillars.
- Phase 2: After pillars are down, Raphael becomes vulnerable. He summons cambions. Use Globe of Invulnerability to survive his Hellfire Cone. Counterspell his healing spells.
- Unique Loot: Helldusk Armor (best heavy armor in the game �?free Fly, fire immunity), Nyrulna (legendary trident, AoE throws), Amulet of Greater Health (set CON to 23).
House of Hope Final Advice: The Orphic Hammer costs 20k gold but you can pickpocket Helsik after buying it. Alternatively, trade with her using stolen goods to offset the cost. Save before paying �?if she detects theft, she becomes hostile.
4.6 The Finale �?High Hall & Netherbrain
Point of No Return: Entering the High Hall courtyard in the Upper City. Ensure ALL side quests, companion quests, and shopping are done.
- High Hall Courtyard: Massive battle with dragon riders. Use Dominate Monster on the red dragon. The dragon is the biggest threat �?control it and the fight becomes easy.
- Morphic Pool / Crown: The Netherbrain fight. Three-phase battle:
- Platforming: Navigate floating platforms. Use Fly or Feather Fall. Kill the mind flayers on each platform.
- The Crown: Channel the Netherstones. Protect the channeler �?the Emperor sends waves of intellect devourers.
- The Brain: Final form. The Netherbrain uses Overwhelming Power (AoE psychic damage). Spread your party. Use Globe of Invulnerability. Burst the brain's central node with all attacks. Counterspell its Crown of Madness.
All 12 Classes �?Perfect Min-Max Builds
Every build below is optimized for Tactician/Honor Mode. Each includes: stat spread (level 1), subclass, feats, gear progression, and combat rotation.
5.1 Paladin �?The Unstoppable Frontliner
Best Subclass: Oath of Vengeance
Stats (17 STR, 10 DEX, 14 CON, 8 INT, 10 WIS, 15 CHA): Use the Warped Headband of Intellect to bypass low INT. At level 4, take Ability Improvement: +2 CHA. At level 8, Great Weapon Master.
Gear Progression:
- Act 1: Everburn Blade (Nautiloid) �?Blood of Lathander (Crèche)
- Act 2: Halberd of Vigilance (Last Light Inn vendor)
- Act 3: Helldusk Armor (House of Hope) + Nyrulna trident
Rotation: Pre-cast Vow of Enmity (advantage on all attacks). Open with Divine Smite (3d8 base, 5d8 vs undead/fiends). Use Haste from a caster for 4 attacks per turn. Save highest smite slots for critical hits.
5.2 Cleric �?The Divine Backbone
Best Subclass: Light Domain (damage) or Life Domain (healing)
Light Domain Stats: 8 STR, 14 DEX, 15 CON, 10 INT, 17 WIS, 8 CHA. Feat 1: Alert (+5 initiative). Feat 2: Ability Improvement: +2 WIS.
Core Spells: Spiritual Weapon (always prepared), Spirit Guardians (always prepared), Fireball (Light Domain), Wall of Fire (Light Domain), Guardian of Faith.
Rotation: Turn 1: Spirit Guardians + move into enemy pack. Turn 2: Spiritual Weapon + cantrip. Turn 3+: Maintain concentration on Spirit Guardians. Use Channel Divinity (Radiance of the Dawn) for AoE burst. This is the highest consistent DPS build in the game from levels 5-10.
5.3 Wizard �?The Arcane Nuke
Best Subclass: Evocation (for party-friendly AoE) or Abjuration (for tank-caster hybrid)
Evocation Stats: 8 STR, 12 DEX, 15 CON, 17 INT, 10 WIS, 8 CHA. Feat: Ability Improvement: +2 INT, then Warcaster.
Essential Spells: Magic Missile (strip unstoppable), Fireball (AoE), Counterspell (mandatory), Haste (best buff), Globe of Invulnerability (survival), Disintegrate (single-target), Chain Lightning (AoE), Otto's Irresistible Dance (disable).
Gear: Markoheshkir (legendary staff, Act 3 Ramazith's Tower) �?gives free Kereska's Favor. Spellmight Gloves (+1d8 damage, -5 attack roll) �?use with Magic Missile for guaranteed damage.
5.4 Sorcerer �?The Metamagic Machine
Best Subclass: Storm Sorcery
Stats: 8 STR, 10 DEX, 15 CON, 8 INT, 10 WIS, 17 CHA. Feat 1: Ability Improvement: +2 CHA. Feat 2: Dual Wielder (two staves).
Core Metamagics: Quickened Spell (bonus action spell), Twinned Spell (two targets on single-target spells), Heightened Spell (disadvantage on saves).
God-Tier Combo: Twinned Haste on two martials. Quickened Fireball same turn. Turn 2+: Quickened Chain Lightning + regular cantrip. This is the highest burst damage in the game.
5.5 Warlock �?The Eldritch Blast Cannon
Best Subclass: The Fiend (temporary HP on kill)
Stats: 8 STR, 14 DEX, 14 CON, 10 INT, 10 WIS, 17 CHA. Feat: Ability Improvement: +2 CHA, then Spell Sniper.
Invocations: Agonizing Blast (+CHA to EB damage), Repelling Blast (knockback on EB), Devil's Sight (see in magical darkness).
Gear (Act 3): Potent Robe (Act 2 tiefling quest �?+CHA to EB), Spellmight Gloves, Birthright Hat (+2 CHA). Each Eldritch Blast beam deals 1d10+10 with full gear.
5.6 Fighter �?The Action Surge Monster
Best Subclass: Battle Master
Stats: 17 STR, 14 DEX, 15 CON, 8 INT, 10 WIS, 8 CHA. Feats: Great Weapon Master (level 4), Ability Improvement: +2 STR (level 6), Sentinel (level 8).
Maneuvers: Trip Attack (prone = advantage), Menacing Attack (fear = loss of turn), Riposte (extra attack on enemy miss).
Action Surge Burst at level 11: 3 attacks (base) + 3 attacks (Action Surge) = 6 attacks in one turn. With GWM, each deals 2d6+15. Average 132 damage per burst. Best nova damage in the game.
5.7 Rogue �?The Crit Fisher
Best Subclass: Thief (extra bonus action) or Assassin (auto-crit on surprised enemies)
Thief Stats: 8 STR, 17 DEX, 14 CON, 10 INT, 14 WIS, 8 CHA. Feat: Ability Improvement: +2 DEX, then Dual Wielder.
Gear: Two shortswords (use knife of the undermountain king + Crimson Mischief). The Thief's double bonus action lets you Dash + Hide or off-hand attack twice. Sneak Attack every round with advantage from hiding.
5.8 Ranger �?The Ranged King
Best Subclass: Gloom Stalker
Stats: 8 STR, 17 DEX, 14 CON, 10 INT, 14 WIS, 8 CHA. Feats: Sharpshooter (level 4), Ability Improvement: +2 DEX.
Opening Burst (Gloom Stalker): Turn 1: 3 attacks (Extra Attack + Dread Ambusher). With Action Surge (multiclass): 7 attacks on turn 1. All with Sharpshooter's +10 damage. Average 150+ damage opening.
5.9 Barbarian �?The Rage Machine
Best Subclass: Wildheart (Tiger Heart for cleave, Bear Heart for resistance)
Stats: 17 STR, 14 DEX, 16 CON, 8 INT, 10 WIS, 8 CHA. Feat: Great Weapon Master, then Ability Improvement: +2 STR.
Tiger Heart Cleave: Rage + Tiger form. Every melee attack hits 3 adjacent targets. With GWM + Frenzy, you become an AoE monster. Use Worgfang (act 2) for bonus rage damage.
5.10 Monk �?The Flurry of Blows Demon
Best Subclass: Open Hand
Stats: 8 STR, 16 DEX, 14 CON, 10 INT, 17 WIS, 8 CHA. Feats: Ability Improvement: +2 DEX, then Ability Improvement: +2 WIS.
Gear: Boots of Uninhibited Kushigo (add WIS to unarmed), Gloves of Soul Catching (1d10 force, heal 10 HP). Flurry of Blows with Open Hand adds push/prone/trip effects. 4 attacks per turn baseline.
5.11 Bard �?The Skill God
Best Subclass: College of Swords
Stats: 8 STR, 16 DEX, 14 CON, 10 INT, 10 WIS, 16 CHA. Feat: Dual Wielder, then Ability Improvement: +2 CHA.
Blade Flourish: Defensive Flourish (+4 AC), Slashing Flourish (hit 2 targets). Swords Bard gets Extra Attack at level 6. Full caster progression + martial capability. The most versatile class.
5.12 Druid �?The Shape-shifter
Best Subclass: Circle of the Moon
Stats: 8 STR, 14 DEX, 14 CON, 10 INT, 17 WIS, 10 CHA. Feats: Ability Improvement: +2 WIS, Warcaster.
Wild Shape: Owlbear form at level 6 (multiattack + charge). Myrmidon forms at level 10 (water myrmidon's heal is OP). Use Tavern Brawler feat �?adds STR twice to unarmed attacks, including animal forms (yes, this works in Wild Shape).
Multiclass Builds �?The God-Tier Combinations
Multiclassing in BG3 can create builds far stronger than any single class. These combos are proven on Honor Mode.
6.1 The Padlock �?Paladin 5 / Warlock 5 / Fighter 2
Why it works: Warlock pact slots recharge on SHORT rest (not long rest). Use all warlock slots for Divine Smite. Fighter 2 gives Action Surge. This is a "short rest nova" build.
Leveling order: Paladin 1 (heavy armor) �?Warlock 1 (Hexblade if available, otherwise Fiend) �?Paladin 2-5 �?Warlock 2-5 �?Fighter 1-2.
Per turn at level 12: 3 attacks (Pact of the Blade) × Divine Smite (4d8) = 12d8 + weapon damage. Action Surge: 3 more attacks. Total: 24d8 smite damage in one round.
Gear: Diadem of Arcane Synergy (add CHA to weapon damage after applying condition), Helldusk Armor, Birthright Hat (+2 CHA).
6.2 The Gloom Assassin �?Gloom Stalker 5 / Assassin 4 / Battle Master 3
Why it works: Guaranteed critical hits on surprised enemies + Dread Ambusher + Action Surge. This build ends most fights before they begin.
Opening turn (surprise round): 7 attacks, all auto-crits. Each crit: 2d6 (weapon) + 2d6 (Sneak Attack, 1/turn) + 14 (Sharpshooter) + 5 (DEX). Average 38 damage per hit × 7 = 266 damage on turn 1.
Gear: Dead Shot bow (crit range 19-20), Knife of the Undermountain King (crit range 19-20, these stack), Shade-Slayer Cloak (advantage while hiding).
6.3 The Sorcadin �?Paladin 6 / Sorcerer 6
Why it works: Paladin aura + Sorcerer spell slots = Divine Smite fuel + Metamagic. Twinned Haste yourself and a teammate. Quickened Hold Person �?auto-crit smites.
Best Combo: Quickened Hold Person/Monster �?walk up �?2 attacks, both auto-crit �?each crit smite = 10d8 divine damage. Total: 20d8 + weapon damage. Kills any humanoid in one round.
Stats: 17 STR, 10 DEX, 14 CON, 8 INT, 10 WIS, 15 CHA. Take Great Weapon Master and use the Halberd of Vigilance.
6.4 The Radlock �?Warlock 2 / Lore Bard 10
Why it works: Eldritch Blast with Agonizing Blast + Lore Bard's Cutting Words (reduce enemy attack/skill rolls). The ultimate controller who also does top-tier damage.
Rotation: Turn 1: Repelling Blast (push enemies into hazards/chasms). Turn 2: Fear or Hold Monster. Use Magical Secrets (level 6, 10) to steal Counterspell and Spirit Guardians from other classes.
6.5 The TB Monk �?Open Hand Monk 9 / Thief Rogue 3
Why it works: Tavern Brawler + STR elixirs + Thief's extra bonus action = 5 unarmed attacks per turn, each adding STR twice to damage.
Elixir of Hill Giant Strength: Sets STR to 21. Tavern Brawler adds +10 to attack and +5 to damage (twice). Each attack hits at +14 for 1d6+10. Flurry of Blows = 4 more. Total 5 attacks: 5d6+50. Best sustained DPS in the game.
Gear: Gloves of Soul Catching (House of Hope), Boots of Uninhibited Kushigo, Cloak of Protection.
| Build | Single-Target DPS | Burst | Survivability | Complexity |
| Padlock (Pal/Warlock) | A+ | S | A+ | Medium |
| Gloom Assassin | S | S | B | High |
| Sorcadin | A+ | S | A | Medium |
| TB Monk | S | A | B+ | Low |
| Swords Bard 10/Paladin 2 | A | A+ | A | Low |
All Bosses �?Complete Strategy Guide
7.1 Act 1 Bosses
Commander Zhalk (Nautiloid)
Difficulty: 3/10. HP: 45. Drops: Everburn Blade.
Tactic: Let the two mind flayers tank him. Attack from range. He drops the best early weapon in the game.
Phase Spider Matriarch (Whispering Depths)
Difficulty: 5/10. HP: 150. Drops: Poisoner's Robe.
Tactic: She summons spider adds. Use Cleansing Touch or Lesser Restoration for poison. Destroy the eggs on the walls before engaging her. She can teleport and poison-bite �?keep your ranged characters at maximum distance. Cheese: Push her off the web bridge with Thunderwave for instant kill.
Dror Ragzlin (Goblin Camp)
Difficulty: 6/10. HP: 90. Drops: Ring of Absolute Force.
Tactic: He summons reinforcements by beating the war drum. Silence on Ragzlin prevents drumming. Clear the rafters first �?goblin archers are deadly at this level. Use fog cloud or darkness to block line-of-sight for archers.
Grym (Adamantine Forge)
Difficulty: 5/10. HP: 340. Drops: Grymskull Helm.
Tactic: Grym is immune to all damage normally. Only the forge hammer hurts him. Lure him onto the central anvil platform. Use a ranged character on the lever platform. When Grym stands on the anvil, pull the lever. The hammer deals 300+ damage. Repeat 2-3 times. Grym moves toward whoever attacked him last �?use this to control his positioning.
Inquisitor W'wargaz (Crèche)
Difficulty: 7/10. HP: 140. Drops: Soulbreaker greatsword.
Tactic: He has Legendary Resistance (even on Balanced). Use high ground �?the Inquisitor's room has a raised platform with advantage on ranged attacks. Spirit Guardians is devastating against the githyanki adds. Focus the Inquisitor first. Counterspell his Paralyze �?it's a fight-ending disable.
7.2 Act 2 Bosses
Malus Thorm (House of Healing)
Difficulty: 2/10. HP: 95. Drops: Surgeon's Subjugation Amulet.
Tactic: Cheese: Convince him to "practice" on his nurses (persuasion check). He kills them all. Then convince him to operate on himself �?he dies instantly. Zero combat. If you fight: kill the nurses first, they heal him.
Gerringothe Thorm (Tollhouse)
Difficulty: 4/10. HP: 500+ (gold armor).
Tactic: She gains armor based on gold held. Drop all your gold on the ground before the fight. She has 500+ HP with gold, 30 HP without. Kill her in 1-2 rounds after stripping her gold armor.
Ketheric Thorm Phase 1 (Rooftop)
Difficulty: 6/10. HP: 200 (immune until Nightsong).
Tactic: Invulnerable until Dame Aylin breaks his shield. Clear necromite adds �?they heal him for 30 HP each. Use Daylight to suppress his regeneration. Focus all DPS when shield drops.
Ketheric / Myrkul Phase 2 (Colony)
Difficulty: 9/10. HP: 500+. Honor Mode: Legendary action.
Tactic: Attack the body, not the arms. Counterspell his Divine Intervention (heals 200 HP). Use Arrow of Ilmater to prevent his healing. Sanctuary on your healer �?Myrkul's scythe sweep does 8d10 damage. Death Ward on your frontline before starting the fight. In Honor Mode, his legendary action adds necrotic damage to all attacks �?stack necrotic resistance (Helldusk Armor or Protection from Energy).
7.3 Act 3 Bosses
Raphael (House of Hope)
Difficulty: 10/10. HP: 666. Drops: Helldusk Armor, Nyrulna, Amulet of Greater Health.
Tactic: Destroy the 4 Soul Pillars first. Each pillar gives Raphael immunity. Use Disintegrate or Divine Smite on pillars. After pillars: Raphael summons Soul Cambions. Use Globe of Invulnerability vs Hellfire Cone (+ Cone of Cold inside the globe). Counterspell his Heal (restores 70 HP). Yurgir can be convinced to betray Raphael with a DC 30 persuasion check (or use the Hat of Persuasion).
Orin the Red (Temple of Bhaal)
Difficulty: 8/10. HP: 300. Drops: Crimson Mischief (+ Crimson Weapon buff).
Tactic: She has 9 stacks of Unstoppable (each stack blocks 1 hit). Use Magic Missile (level 1: 3 missiles = 3 stacks removed, level 3: 5 missiles = 5 stacks removed). After Unstoppable is gone, she's vulnerable. She shape-shifts into your party members �?use AoE to find the real Orin (she's the one who takes damage). Hold Monster works on her �?if it lands, she dies in 1 round to auto-crits.
Ansur (Wyrmway �?Secret Boss)
Difficulty: 9/10. HP: 450. Drops: Balduran's Giantslayer (best greatsword).
Tactic: Ansur has a one-shot mechanic: Stormheart Nova (AoE lightning). At ~50% HP, he charges for 2 turns, then explodes for 200+ lightning damage. Hide behind the crystals in the arena (they absorb the blast). Bring Lightning Resistance potions. Use Globe of Invulnerability if you can't reach a crystal in time. Phase 2: he flies and uses breath attacks �?ranged characters should focus him, melee characters shoot from the ground.
Gortash (Wyrm's Rock)
Difficulty: 7/10. HP: 250. Drops: Netherstone.
Tactic: Gortash is easiest after destroying the Steel Watch. Without the watch, he's alone + a few traps. Cheese: Use Globe of Invulnerability to block his traps and turrets. Push him into the trap field with Repelling Blast. If the Steel Watch is active, this is a 9/10 fight �?destroy the foundry first.
The Netherbrain (Final Boss)
Difficulty: 10/10. HP: 666. Drops: Crown of Karsus (story item).
Tactic: Three phases. Phase 1: Navigate floating platforms �?use Fly. Phase 2: Channel Netherstones �?protect the channeler, kill Intellect Devourers. Phase 3: Crown fight. The brain uses Overwhelming Power each turn. Globe of Invulnerability blocks it. Spread your party to avoid AoE. Focus the central crown node. Dominate Monster on the Red Dragon (High Hall) before the brain fight �?the dragon deals massive damage to the brain's adds.
All Side Quests �?Complete Walkthrough
BG3 has 150+ side quests across 3 acts. This section covers every significant quest with optimal order, missable warnings, and rewards.
8.1 Act 1 Side Quests
Save the Refugees (Main Act 1 Quest)
Start: Talk to Zevlor at the Druid Grove. Deadline: Entering Mountain Pass. Rewards: Potent Robe (Act 2), tiefling vendor discounts.
Path: Investigate Kagha (find her shadow druid note in the hidden chest behind the druid chamber) �?resolve grove conflict �?kill goblin leaders �?save Halsin �?party at camp. Do NOT raid the grove with Minthara.
Find the Nightsong
Start: Kagha's chest (note about Shadowheart) or Shadowheart's personal quest. Deadline: End of Act 2. Rewards: Shadowheart's ending determines Nightsong survival.
Path: Gauntlet of Shar �?three trials �?rescue Nightsong. Spare = Aylin fights with you. Kill = Shadowheart becomes Dark Justiciar.
Rescue the Gnome (Blighted Village)
Start: Blighted Village windmill. Rewards: 200g + loot.
Pull the brake lever on the windmill mechanism (NOT the "release" lever �?that yeets the gnome). Free him from the splinters.
Save Mayrina (Auntie Ethel)
Start: Sunlit Wetlands (X:-45, Y:90). Rewards: Hair of the Hag (permanent +1 stat).
Critical: When Ethel drops below 20% HP, she surrenders and offers a permanent +1 to any ability score in exchange for sparing her. Take the deal �?the +1 stat is more valuable than killing her. Always pick Hag Hair. Then kill her anyway after getting the hair (she dies with one hit at that HP). You get both the hair AND her loot.
Find the Missing Shipment / Rescue the Artist
Start: Zhentarim hideout (X:-250, Y:-60). Rewards: Titanstring Bow (best longbow until Act 3), Gloves of Thievery.
Path: Find the iron flask in the Gnoll fight. Return to Zhentarim. Do NOT open the iron flask �?it contains a Spectator (level 5 boss fight). Save it for Act 3 or sell it.
8.2 Act 2 Side Quests
Lift the Shadow Curse
Start: Halsin at Last Light Inn. Rewards: Halsin joins party, massive XP.
Path: Find Thaniel (the boy in the shadow lands) �?Talk to Halsin �?Enter the shadow realm �?Fight the shadow portal waves (use Wall of Fire) �?Defeat the shadow curse. Complete BEFORE entering Shadowfell.
Rescue the Tieflings (Act 2)
Start: Moonrise Towers dungeon. Rewards: Potent Robe (Bard/Warlock BIS), Dammon survives for Karlach's engine.
Path: Enter Moonrise peacefully �?find the tieflings in the prison �?lever to open cells �?docks exit. Complete BEFORE entering Shadowfell. The tieflings die if you enter the Shadowfell before rescuing them.
Kill the Thorm Sisters
Start: Three locations: House of Healing (Malus), Tollhouse (Gerringothe), Mason's Guild (this one).
Rewards: Surgeon's Amulet, Gold (from Gerringothe), + XP. All three are optional but give excellent loot and story context for Ketheric.
Find Mol (Act 2)
Start: Last Light Inn �?Mol has sneaked into Moonrise Towers. Rewards: Mol's note �?leads to Act 3 quest.
Location: Moonrise Towers rooftop. She's hiding from Ketheric's guards. Persuade her (DC 15) to return to Last Light.
8.3 Act 3 Side Quests
Aiding the Underduke
Start: Nine-Fingers Keene (Guildhall). Rewards: Guild ally for final fight.
Path: Investigate the Stone Lord �?Counting House �?reveal the doppelganger. Minsc can be recruited here. Use non-lethal damage on Minsc (passive toggle) to recruit him instead of killing him.
Free the Artist (Oskar Fevras)
Start: Act 1 Zhentarim + Act 3 Lower City mansion. Rewards: Painting of your party (+inspiration?), mansion access.
Path: Find Oskar's mansion (X:-50, Y:-40) �?fight the poltergeists (use See Invisibility �?they're invisible) �?free Oskar �?he paints your party.
Save Vanra (Auntie Ethel �?Act 3)
Start: Fraygo's Flophouse (Rivington). Rewards: +1 DC spell save amulet.
Path: Find the hag's note �?enter the hag's lair (in the basement of the Blushing Mermaid, X:-100, Y:-30). Ethel has a child hostage. Use Globe of Invulnerability to block her magic. Kill her quickly �?she has 3 masks that can charm your party.
Free the Gondians / Destroy the Steel Watch
Start: Wernick's Journal (Foundry) or Gortash's coronation. Rewards: Gortash fight becomes trivial, Iron Throne rescue.
Path: Sneak into the Foundry �?disable the security �?escape. Or fight through (bring lightning damage). Then rescue the Iron Throne prisoners. Timer: 6 turns. Use Dimension Door and Dash.
Gather Your Allies (Act 3 Endgame)
Start: Various sources. Rewards: Allies in the final High Hall fight.
Possible allies: Nightsong (spared), Zevlor/tieflings (saved), Guild (Nine-Fingers), Owlbear cub, Withers, Yurgir (convinced), Voss (githyanki), Harpers (Jaheira), Duke Ravengard (saved). Each ally provides a unique summon or benefit in the final battle. Collect as many as possible.
All Endings �?How to Unlock Every One
9.1 The 7 Main Endings
| Ending | Requirements | Description |
| 1. Control the Brain | Dominate the Netherbrain using the Crown | You become the new Absolute. Control all mind flayers. Dark ending �?you become a tyrant. |
| 2. Destroy the Brain (Illithid) | Become a mind flayer (evolve during the final fight), then destroy the brain | You survive as a mind flayer. Free will preserved. Bittersweet. |
| 3. Destroy the Brain (Non-Illithid) | Refuse evolution, destroy the brain as mortal | The "good" ending. You remain human. The brain is destroyed. |
| 4. Side with the Emperor | Always agree with the Emperor, free Orpheus or let Emperor eat him | Emperor remains in control. Ends badly for Orpheus. |
| 5. Free Orpheus | Get the Orphic Hammer from Raphael, free Orpheus, side with him | Orpheus becomes mind flayer or you do. Githyanki story resolves. |
| 6. Embrace the Absolute (Evil) | Side with the Dead Three throughout the game | You become the new Chosen of the Dead Three. Dark Lord ending. |
| 7. Become Mind Flayer, Control Brain | Transform + Control ending combined | Mind flayer tyrant. The darkest ending. |
9.2 The Secret "Dark Urge" Ending
Requirements: Play as Dark Urge Origin. Reject Bhaal at the Temple of Bhaal (resist the urge). Then in the final battle, choose to control the brain. Instead of becoming a tyrant, you overcome your nature completely. Unique dialogue and epilogue slide.
If you EMBRACE Bhaal: Complete the Temple of Bhaal quest as a loyalist. You become Bhaal's Chosen. The ending replaces the normal final choice with a Bhaalist monologue. This is the only ending where you can play as a Bhaalist post-game.
9.3 Companion Endings (16 Total)
Each companion has multiple endings based on choices made throughout the game:
- Shadowheart: Spare/Kill Nightsong �?Stay with Selûne/Shar �?Parents alive/dead = 6 combinations.
- Astarion: Don't ascend (good) vs Ascend (evil, becomes Vampire Lord) = 2 endings.
- Lae'zel: Free Orpheus (rebel) vs Vlaakith loyalist = 2 endings.
- Gale: Give the Crown to Mystra (redeemed) vs Keep Crown (power-hungry) vs Become God (ambitious) = 3 endings.
- Wyll: Save his father (Duke Ravengard lives) vs Become Grand Duke vs Break pact (become devil) = 3 endings.
- Karlach: Fix engine (Act 3 quest) �?survives vs Return to Avernus (with Wyll or alone) vs Dies = 3 endings.
- Halsin: Lift the shadow curse �?returns to nature vs Died in Act 2 = 2 endings.
- Minthara: Asks to build a drow empire vs Leaves = 2 endings.
- Minsc: Survives vs Dies = 2 endings.
- Jaheira: Survives vs Dies at Moonrise = 2 endings.
9.4 Romance Endings
Romance affects the epilogue scene. Each romanceable companion has a unique post-credits scene showing your life together. Shadowheart's Selûnite farm ending and Karlach's Avernus ending are widely considered the most satisfying.
- Shadowheart (Spared Nightsong): Retires to a farm, adopts animals, you live together. The coziest ending.
- Karlach (Avernus): You go to Avernus together with Wyll. She survives. Fight demons forever.
- Lae'zel (Free Orpheus): You lead the githyanki rebellion together.
- Astarion (Not Ascended): You watch the sunrise together (he can finally walk in the sun if you spared the Nightsong).
- Gale (Mystra forgiven): He becomes a teacher, you live a quiet life in Waterdeep.
Legendary & Rare Item Atlas
10.1 Legendary Weapons
| Item | Location | Best For | Effect |
| Blood of Lathander | Crèche Y'llek (Act 1), stained-glass vault | Paladin, Cleric | 3d6 heal / 3 turns, blind fiends, 6m sunlight |
| Nyrulna | House of Hope (Act 3), Djinni ring chest | Barbarian, Fighter, Throw-build | 3d4 thunder on throw, AoE explosion, returns to hand |
| Balduran's Giantslayer | Ansur's dragon lair (Act 3) | Great Weapon Master builds | Double STR mod to damage, advantage vs large enemies |
| Crimson Mischief | Orin's drop (Act 3) | Dual-wielding melee | +7 damage to targets with 50% HP or less |
| Markoheshkir | Ramazith's Tower (Act 3) | Wizard, Sorcerer | Kereska's Favor (free damage), Arcane Battery |
| Rhapsody | Cazador's dungeon (Act 3) | Rogue, Bard (caster) | +3 spell DC, +3 attack rolls after kills |
| Hellfire Hand Crossbow | Yurgir (Gauntlet of Shar, Act 2) | Ranger, Rogue dual-wielder | 1d4 fire damage per hit |
| Dead Shot | Fraygo's Flophouse vendor (Act 3) | Ranged builds | Crit range 19-20, +1 attack roll |
10.2 Legendary Armor & Gear
| Item | Location | Best For | Effect |
| Helldusk Armor | Raphael's drop (Act 3) | Any heavy armor class | Fire immunity, free Fly, +1 saving throws |
| Armour of Agility | Joy in Devil's Fee (Act 3, 15k gold) | DEX-based melee | +3 AC, +2 initiative, DEX saves advantage |
| Diadem of Arcane Synergy | Crèche vendor (Act 1) | Paladin, Warlock, CHA builds | Add CHA to weapon damage after condition |
| Birthright Hat | Lower City vendor (Act 3) | Warlock, Sorcerer, Bard | +2 CHA |
| Gloves of Soul Catching | House of Hope (Act 3) | Monk | +1d10 force on unarmed, heal 10 HP |
| Amulet of Greater Health | House of Hope (Act 3) | Any class | Set CON to 23, advantage on CON saves |
| Ring of Protection | Arcane Tower (Act 1) | Any class | +1 AC, +1 saving throws |
| Gloves of Dexterity | Rivington vendor (Act 3) | Low DEX classes | Set DEX to 18 |
| Warped Headband of Intellect | Priestess Gut (Act 1) | Non-INT classes | Set INT to 17 |
10.3 Notable Rare Items by Build
For Melee DPS:
- Knife of the Undermountain King �?Act 1 Crèche vendor. Crit range 19-20 (stacks with Dead Shot for 18-20). Best-in-slot for crit-fishing builds.
- Champion's Ring �?Act 3 Guildhall. +2 to attack rolls and saving throws. Incredible ring.
- Amulet of Branding �?Act 3 House of Hope. Apply Condemn (target takes +1d6 from all sources).
For Casters:
- Spellmight Gloves �?Act 3 Sorcerous Sundries. +1d8 damage per spell, -5 attack rolls. Use with Magic Missile (no attack roll, free damage).
- Ketheric's Shield �?Act 2 Moonrise. +1 to all saving throws. Best shield in the game.
- Ring of the Mystic Scoundrel �?Act 3, from Sarevok. After weapon attack, cast illusion/enchantment spell as bonus action. God-tier for Swords Bards.
For Mixed / Hybrid:
- Band of the Mystic Scoundrel �?Act 3 Tribunal. Bonus action Hold Person/Monster after weapon attack. Pair with Swords Bard 10 / Paladin 2 for auto-crit smites.
- Helmet of Arcane Acuity �?Act 2 Mason's Guild. +1 spell DC per weapon hit (stacks 7 times). +7 DC = nearly impossible saves.
- Cloak of the Weave �?Act 3 Sorcerous Sundries. +1 spell DC, +1 concentration saves.
Hidden Chests, Secret Areas & Illusory Walls
11.1 Act 1 Secrets
- Druid Grove Hidden Vault (X:-250, Y:-30): Behind the waterfall in the druid's chamber. Contains Amulet of the Unworthy (advantage on death saves). Requires perception check (DC 15).
- Owlbear Cave Back Entrance (X:140, Y:-50): A hidden path behind the owlbear nest leads to a cliffside with a buried chest. Contains 200g and a scroll of Revivify.
- Blighted Village Well Secret (X:-60, Y:-65): Climb down the well. In the Underdark entrance cave, there's a hidden wall (X:-55, Y:-55) behind the mushroom cluster. Contains Shroom's Boots (+1m movement).
- Goblin Camp �?Trader's Hidden Room (X:20, Y:40): Break the cracked wall behind the trader at the goblin camp. Contains a chest with 500g and a Smokepowder Satchel.
- Waukeen's Rest �?Hidden Cellar (X:30, Y:-45): In the burning inn, behind the bar. A trapdoor leads to a cellar with the Ring of Fire Resistance.
- Zhentarim Hideout �?Iron Flask Secret: In the same room as the iron flask, there's a hidden latch (X:-240, Y:-55) behind a bookshelf. Opens a compartment with Gloves of Thievery (+1 Sleight of Hand, advantage on lockpicking).
- Arcane Tower �?Basement (X:-15, Y:-275): After powering the tower with Sussur Bloom, go to the basement. There's a hidden button on the bookshelf (perception DC 20). Opens a wall safe containing the Ring of Protection.
11.2 Act 2 Secrets
- Last Light Inn Basement (X:-85, Y:-115): Behind the bar, there's a trapdoor hidden under a rug (perception DC 15). Contains the Halberd of Vigilance (+3 initiative, advantage on perception).
- Reithwin Town �?Mason's Guild Vault (X:-135, Y:-85): In the underground area, there's a hidden wall at (X:-130, Y:-90) behind a stack of stone blocks. Contains the Helmet of Arcane Acuity.
- House of Healing Morgue (X:-30, Y:-40): In the morgue basement, there's a hidden drawer under the autopsy table. Contains a key to the Thorm family vault.
- Moonrise Towers �?Ketheric's Bedroom (X:15, Y:5): Upper floor. Behind the painting (perception DC 18). Contains Ketheric's personal journal and a key to the tower's treasury.
- Gauntlet of Shar �?Hidden Treasury (X:135, Y:40): After the Faith-Leap trial, look for a cracked wall to the right of the exit. Contains Dark Justiciar Gauntlets (+1d4 necrotic on weapon attacks).
- Shadow-Cursed Lands �?Necrotic Laboratory (X:-40, Y:-170): In the ruined tower. Hidden switch under the desk. Opens a wall safe with Circlet of Fire (boost fire spells).
11.3 Act 3 Secrets
- Rivington �?Well Secret (X:40, Y:-10): Climb into the well. At the bottom, there's a hidden tunnel (perception DC 16) leading to a smuggler's cache. Contains 800g and a rare dye.
- Lower City �?Sorcerous Sundries Basement (X:-70, Y:-78): Bookshelf puzzle. The correct order is: Karsus �?Netheril �?Mystryl �?Shadow Weave. Opens the vault containing Markoheshkir (legendary staff).
- Lower City �?Open Hand Temple Catacombs (X:45, Y:-5): Behind the altar (perception DC 18). A hidden passage leads to the Murder Tribunal shortcut. Contains Amulet of the Devout (+2 to DC of channel divinity).
- Wyrm's Rock �?Treasury (X:-30, Y:-30): In the prison area. A wall safe behind the warden's desk. DC 20 Sleight of Hand. Contains Gauntlets of Hill Giant Strength (set STR to 23).
- Cazador's Dungeon �?Hidden Cell (X:8, Y::-¹⁻³⁸): Behind the torture rack. A loose stone (perception DC 16). Contains Rhapsody and the letter from Cazador's former master.
- House of Hope �?Raphael's Boudoir (X:-160, Y:-180): Behind the mirror (interact with the frame). Contains Amulet of Greater Health and Nyrulna.
- High Hall �?Fallen Hero Cache (X:10, Y:120): In the courtyard, behind the collapsed pillar. Contains the Helmet of Balduran (stun immunity, +1 AC, heal 2 HP/turn).
- Red Dragon's Hoard (High Hall Rooftop, only during final battle): The dragon's nest (X:0, Y:140) contains 2000g and the Dragon's Crown (rare headpiece, fire resistance).
Honor Mode & Tactician �?Advanced Survival
12.1 What Changes in Honor Mode
- Single Save File: No reloading. Every choice is permanent. If all 4 party members die, the campaign is over (reverts to Explorer difficulty if you want to continue, but the "Honor" tag is lost).
- Boss Legendary Actions: Every major boss gets a unique legendary action. These trigger after a boss's turn or in response to specific actions.
- AI Changes: Enemies target downed characters. They use more consumables. They use environment hazards more intelligently.
- Gold Restriction: Camp supplies cost 80 per long rest (vs 40). Stealing is more difficult.
- Unique Dice: Complete Honor Mode once to unlock the golden D20 dice skin (account-wide).
12.2 Honor Mode Boss Legendary Actions
| Boss | Legendary Action | Counter |
| Phase Spider Matriarch | Poison Burst (AoE poison, 3d10 damage) | Spread party, resist poison |
| Grym | Overheat (damages melee attackers for 2d8 fire) | Use ranged, only approach after hammer |
| Inquisitor W'wargaz | Soul Cage (traps a character, deals 3d10 psychic) | Kill the soul cage quickly, spread out |
| Ketheric | Tower Shield (reflects single-target spells) | Use AoE, don't waste single-target |
| Myrkul | Scythe Sweep (necrotic 8d10 + fear) | Death Ward, Sanctuary on healer |
| Raphael | Hellfire Crown (AoE fire, 6d10) | Globe of Invulnerability |
| Orin | Blood Sacrifice (heals 50 HP on killing blow) | Keep everyone above 50% HP |
| Ansur | Static Charge (stacks lightning vulnerability) | Spread out, use lightning resistance |
| Netherbrain | Mind Shatter (AoE 8d10 psychic, stun) | Globe of Invulnerability, Counterspell |
12.3 Honor Mode Progress �?Safe Route
- Act 1 (Level 1-7): Complete EVERYTHING in the Wilderness before entering the Underdark. Hit level 5 before the Goblin Camp fight. Hit level 6 before the Crèche. Do not skip any content. The XP difference between level 6 and level 7 is massive.
- Act 2 (Level 7-9): Clear Last Light Inn quests first. Do the Gauntlet of Shar last. Complete every surface quest before entering Shadowfell. Enter Shadowfell at level 9 minimum.
- Act 3 (Level 9-12): Hit level 12 before Raphael's fight. Do the easy quests first (Rivington, Circus, Guildhall). Save House of Hope, Ansur, and Orin for last. Do the Netherbrain at level 12 with full legendary gear.
Honor Mode Survival Kit: Globe of Invulnerability (scroll or spell), Death Ward on all party members, Counterspell on at least 2 characters, Sanctuary on your healer, at least 10 invisibility potions, 5+ Globe of Invulnerability scrolls, and a pre-cast Heroes' Feast before every major boss. These consumables are NOT optional �?they are the difference between a dead run and a golden dice.
Beginner Mistakes & 30 Pro Tips
#1 �?Do Not Skip Withers. He is the most important NPC in the game. Find him in the ruined chapel (Act 1). He enables respec (100g), hirelings (200g), and camp followers. Respec your companions immediately �?their default stat spreads are often bad.
#2 �?Use the Environment. BG3's physics engine is a weapon. Push enemies off cliffs (Thunderwave, Repelling Blast). Drop chandeliers on enemies. Throw grease bottles + fire = wall of fire. Every fight has environmental solutions.
#3 �?The 20-Minute Short Rest Rule. You get 2 short rests per long rest. Use them liberally. Warlocks, Fighters, Monks, and Bards all recharge key resources on short rest. If you're after these short-rest abilities, you can go 3-4 fights before long resting.
#4 �?Camp Supplies are Abundant. Do not hoard them. Long rest OFTEN. Many companion dialogues only trigger at camp. You miss huge content by not resting enough. There is almost never a time limit that punishes resting (specific timed quests are marked in this guide).
#5 �?Non-Lethal Damage Toggle. In the Passive Features tab, toggle "Non-Lethal Damage" to knock enemies out instead of killing them. Use this for: Minsc (must recruit him), Minthara (recruit in Act 2), and certain quest-givers. This prevents you from accidentally killing important NPCs.
#6 �?Steal Everything. Not all theft is punished. Crates, barrels, and containers in the open world are free loot. Use turn-based mode to steal from vendors while they're distracted. Hold Shift to see NPC vision cones.
#7 �?Talk to Animals. Speak with Animals (spell or potion) unlocks 30+ hours of hidden content. Animals have quests, secrets, and rewards. The potion is cheap and lasts until long rest. Always have one active.
#8 �?Don't Multiclass Until You Understand Why. A single-class character at level 12 is stronger than a badly multiclassed one. Only multiclass when you have a specific power spike in mind (see Chapter 6). For beginners: stay single-class.
#9 �?Vendor Refresh. Vendors restock on level-up and long rest. Always check vendors after leveling. Key items (Gloves of Dexterity, Potent Robe components) are time-sensitive.
#10 �?Inspect Everything. Press T (PC) or hold inspect (console) to examine enemies. See their resistances, vulnerabilities, and immunities. A fireball does nothing to a red dragon. A ray of frost destroys a fire elemental. Knowledge wins fights.
#11 �?The Tadpole Powers Are Worth It. Using illithid tadpoles does NOT change your ending (despite NPC warnings). Cull the Weak (execute enemies below 20 HP) and Black Hole (bonus action AoE pull) are game-breakingly good. The only exception: the astral-touched tadpole in Act 3 has cosmetic consequences.
#12 �?High Ground is Everything. Ranged attacks from high ground get +2 attack rolls. Enemies attacking you from low ground get -2. Control the vertical space in every fight. Misty Step and Fly are S-tier mobility tools.
#13 �?Guidance is Your Best Cantrip. +1d4 to ALL skill checks. Put Guidance on your party face. Pre-cast it before dialogue. This spell passes more checks than any other ability in the game.
#14 �?Don't Skip the Underdark. It's tempting to go through the Mountain Pass (shorter path). Both zones are fully accessible in one playthrough. Do both for maximum XP and items.
#15 �?Potions are Bonus Actions. Using a healing potion is a bonus action in BG3 (unlike tabletop D&D where it's an action). Throw a healing potion at a downed ally to revive them from range. This saves lives every single fight.
#16 �?The Best Spell is Counterspell. Put Counterspell on at least two party members. Many boss fights are trivialized by countering the boss's big spell. Myrkul's Divine Intervention, Raphael's Heal, and the Netherbrain's Crown of Madness are all counterable.
#17 �?Warding Bond is Free Tanking. Cast Warding Bond from a hireling cleric at camp. The hireling stays safe in camp. Your adventuring party gets resistance to all damage. The hireling never actually takes damage (they're in a different map). This is borderline exploit but incredibly effective.
#18 �?Save Your Inspiration. You can hold 4 inspiration points maximum. Use them for critical dialogue checks (DC 25-30). Don't waste inspiration on DC 10 perception checks �?just try again.
#19 �?Dual Wielding Staves. With the Dual Wielder feat, you can equip two staves. Two staves mean two sets of bonuses. This is especially powerful for sorcerers and wizards (e.g., Markoheshkir + Staff of Spellpower).
#20 �?Light Sources Don't Stack. You only need one light source per party member. The Blood of Lathander, the Light cantrip, and a torch all do the same job. Drop extras to save inventory space.
#21 �?The "Barter" System is Better. When buying from vendors, use the Barter tab (not the Buy tab). You can offer items in trade to offset gold cost. Your stolen goods, looted weapons, and gems have trading value. This saves thousands of gold across a playthrough.
#22 �?Always Carry a Scroll of Globe of Invulnerability. This single scroll can save a fight. The Globe blocks ALL damage and spell effects for 3 turns. Use it when a boss uses their ultimate ability. It's the best consumable in the game.
#23 �?Fast Travel is Free. There is no cost to fast travel. Use waypoints liberally. After every major fight, fast travel to a vendor to sell loot, then return. Gold compounds fast.
#24 �?Elixirs Last Until Long Rest. One elixir per character per day. Elixir of Hill Giant Strength (STR 21) is the best value �?it's sold by Ethel (Act 1) and Auntie's shop (Act 3). Buy 5-10 every time you see them.
#25 �?Don't Kill the Owlbear Cub. The owlbear cub can join your camp if you spare it. It becomes a camp follower. It provides no combat benefit, but it's adorable and adds flavor to camp scenes. Also, there's an achievement.
#26 �?Examine Loot Weight. Weapons and armors weigh significant amounts. Your party has a carrying capacity limit (STR × 7.5 kg). Send excess gear to camp using the "Send to Camp" button. Retrieve items when you need them.
#27 �?The Everburn Blade is Not Endgame. It's the best Act 1 weapon, but it becomes obsolete by Act 3. Do NOT base your build around fire damage. Many Act 2-3 enemies resist or are immune to fire.
#28 �?Use Haste Wisely. Haste is the best buff in the game (double movement, +1 action, +2 AC). But when Haste ends, the target loses 1 turn (lethargic). Plan for Haste to end between fights, not during. Twin-cast Haste (Sorcerer) on two martials is the strongest buff combo in the game.
#29 �?Poison is Underrated. Apply poison to your weapons before combat. The basic poison (bought from Derryth in the Underdark) adds 1d4 poison damage for 10 turns. It costs 40g per bottle. Use it on every major boss. The action to apply poison is free outside combat.
#30 �?Your Choices Matter. This is not a game where you can see everything in one playthrough. Embrace it. Save branching decisions for different playthroughs. This guide covers ALL paths, so you can plan your second, third, and fourth runs.
Appendices
Appendix A �?All Spells Tier List
| Tier | Spell | Why |
| S | Counterspell | Reaction. Negates enemy spells. Mandatory on 2+ characters. |
| S | Spirit Guardians | Concentration. AoE damage + half movement for enemies. Best cleric spell. |
| S | Haste | Concentration. +1 action, +2 AC, double movement. Best buff. |
| S | Globe of Invulnerability | Immunity to ALL damage for 3 turns. Fight-winner. |
| S | Hold Monster / Person | Paralyze = auto-crit melee. Kills bosses in 1 round. |
| A | Fireball | 8d6 AoE. Classic for a reason. |
| A | Bless | +1d4 attack rolls and saving throws for 3 targets. 95% uptime. |
| A | Sanctuary | Bonus action. Can't be targeted. Save the healer. |
| A | Dimension Door | Teleport self + ally. Best mobility spell. |
| A | Healing Word | Bonus action. Ranged revive. Better than Cure Wounds. |
| B | Magic Missile | Guaranteed hit. Strip Orin's Unstoppable. |
| B | Misty Step | Bonus action teleport. Excellent positioning tool. |
Appendix B �?Companion Approval Quick Reference
| Companion | Loves | Hates |
| Shadowheart | Kindness, helping the vulnerable, Selûne content | Cruelty, Shar worship (after Act 2 choice) |
| Astarion | Chaos, deception, letting him drink blood | Altruism, forcing him to bite NPCs he dislikes |
| Lae'zel | Strength, violence, githyanki superiority | Weakness, submission, Vlaakith disrespect |
| Gale | Ambition, magical artifacts (feed him), intelligence | Wasting magic, anti-intellectual choices |
| Wyll | Heroism, saving people, monster hunting | Devil alliances, evil acts, betraying innocents |
| Karlach | Justice, passion, fighting evil, smashing tyrants | Cowardice, siding with oppressors, hypocrisy |
| Halsin | Nature, balance, lifting the shadow curse | Environmental destruction, unnecessary cruelty |
| Minthara | Power, ambition, domination, drow supremacy | Weakness, mercy, serving others |
| Jaheira | Harper values, justice, experience, wit | Foolish risks, betraying the Harpers |
| Minsc | Heroism, simple plans, righteousness | Complex evil, subtle betrayal, harm to innocents |
Appendix C �?Crafting & Consumables
- Alchemy: Gather mushrooms and herbs. Craft speed potions, health potions, and elixirs. The most valuable crafts: Elixir of Hill Giant Strength (needs 1x Hill Giant Finger + 1x any salt), Speed Potion (1x Haste Spore + 1x any salt).
- Smokepowder: Combine Smokepowder + Iron Flask = grenade. Bombs are situationally excellent for clustered enemies.
- Dye: Found throughout the world. Purely cosmetic. Sell duplicates.
- Camp Supplies: Pick up every food item. You need 40 per long rest (80 on Tactician/Honor). Excess can be sold.
Appendix D �?Complete Achievement List (55 Achievements)
Key achievements requiring planning:
- Jack-of-all-Trades: Complete the game without leveling? �?Start as one class, never level. Finish at level 1. This requires extreme game knowledge.
- Fancy Footwork: Win a fight without anyone taking damage �?Use stealth archers and surprise rounds. The Gloom Assassin build excels at this.
- No Free Lunches: Defeat the Netherbrain without using illithid powers �?Refuse all tadpoles.
- Action Surge: Complete 5 long rests in a row without camp supplies �?Buy or loot enough camp supplies for 5 rests in advance.
- Leave No One Behind: Save all tieflings in one playthrough �?Follow the exact path in this guide's Act 1 and Act 2 sections.
Appendix E �?Recommended Mods (PC)
- Basket Full of Equipment: Adds hundreds of lore-friendly gear items.
- 5e Spells (Full Package): Adds D&D 5e spells not in vanilla BG3.
- Better Hotbar 2: Improves the UI for PC.
- No Party Limit: Take all companions at once (breaks game balance but amazing for story).
- Camp Event Notifications: Shows which companions want to talk to you at camp.
Thank You for Reading
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