Baldur's Gate 3

Baldur's Gate 3

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PXP party 001 (Beginner Party) - Builds and Walkthrough with Honour mode demo
By paulxiep
This is a BG3 full party build guide and walkthrough of all the fights, with demo on honour mode.
The party build is focused on utilizing the best equipment in the game while forming a coherent, synergistic party.

Beginner Party - designed to be easy to use for beginners. Early levels will be only using ranged weapon attacks, but scales quite quickly in complexity with a lot of skills to choose from. Suitable for beginners who want to try everything, and with a member that excels in survivability for a more forgiving experience.

- Spore Swords Wizard
- Bhaalist Battlemaster
- Dashing Tiger
- Inferno Tempest
   
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All Party Guides
  • (this guide) Beginner Party (with Astarion origin demo) - designed as a tutorial party that starts off simple, then increases in complexity as it gains level.
  • Spike Growth Party (with Karlach origin demo) - thematic party that plays on Difficult Terrain mechanic with complete immunity to Spike Growth.
  • Fire-Ice-Smash Party (with Wyll origin demo) - designed primarily to elevate Bludgeoning damage in Act 3 to compete with Bhaalist Armour.
  • (coming soon) Irresistible Party (with Shadowheart origin demo) - party that always get their way, with the enemies always failing saves against their spells.
  • (coming soon) Opposites Party (with Gale origin demo) - thematic party of 3 full casters focused on utilizing opposing elements of Light/Darkness, Fire/Ice, and Silence/Thunder to shut down enemies.
  • (coming soon) Astral Displacement Party (with Lae'zel origin demo) - thematic party focused on movement, both of their own mobility and of forcible displacement of their enemies.
Table of Contents
If you're on mobile, try to bring up the Section list. This guide is long so should be navigated by section. On PC screen it should be on the right.

Here are the Sections and what they're about.
  • Introduction - what we're doing. What you (if newbie) should not do.
  • Storyline Requirements - you should make your storyline match these few points if you want to have access to required items.
  • Party Overview - the 4 members briefly summarized. Pros and Cons.
  • 1st-4th Member - in detail, and their Level up guide.
  • Act 1-3 - summarizes best equipment in-slot and overview of the fights for each Act.
  • Level 3-12 - explains how your party changes at each level (and at each place), what they should look like, what they're generally doing.
  • Level 3-12 Fights - discuss the strategies for potential fights at each level, as well as demos of fights demonstrated.

Now, please navigate this guide by section of interest to you..
Introduction
This is a full party build example and general guide for party synergies.
  • All the builds in this guide try best not to be dependent on an uncontrollable factor (like obtaining the Hair of a certain Fey creature).
  • They're also not dependent on farming consumables or accepting illithid power.
  • However, the guide specifies almost all slots of item equipments, and to realize the builds' full power you must make all efforts to obtain them.
  • You should still switch equipment to prepare for each fight if you know what you're facing (especially if you're on honour mode). The guide will discuss some difficult encounters and how you may best ace them.
Newbies to the game should not try to follow the guide to the letter, rather they should choose their own direction of exploration. The game in normal mode can be freely reloaded if you find your exploration too challenging. Read the Storyline Requirements section to make sure you have access to required items.

If you're on mobile, try to bring up the Section list. This guide is long so should be navigated by section. On PC screen it should be on the right.
Storyline Requirements
Storyline affects which merchants and items are available.
  • Convince Rolan to stay at the Grove at first time you reach it. (keeps Mattis alive)
  • Choose Spellsparkler[bg3.wiki] staff as quest reward from saving Florick at Waukeen's Rest.
  • Keep Dammon alive by not causing the Druids to attack the Tieflings.
  • Keep Dammon alive by saving the Grove, and do so before going to Mountain Pass or Grymforge.
  • Keep Quartermaster Talli, Dammon and Last Light Inn alive, at least until you get all you need from them.
  • Don't slaughter the Murder Tribunal on sight. Become their assassin to open up their shop. Get what you need, then you can slaughter them.
The following is recommended. It won't affect end build, but will make interim builds easier.
  • Free Nightsong, so Dammon survives to Act 3.
Party Overview
The full party comprises these 4 character concepts.
  • Spore Swords Wizard (Elf)
    • Swords Bard 6 / Spore Druid 4 / Divination Wizard 2
    • The party leader, trader, and trap disarmer outside combat. In combat they generally perform the role of CC and damage, with the flexibility to swap spells like a Wizard.
    • Easy to use gish party leader for a newbie who wants to experiment with everything. Wizard for access to whole Arcane spell list. Spore gives risk-free Haste.
  • Bhaalist Battlemaster
    • Battlemaster 12
    • This member generally doubles the team's damage output simply by wearing the Bhaalist Armour. They will be using Sentinel feat to lock enemies in place and forever in range of the Bhaalist Aura of Murder
    • Simple, effective, and with lots of feats. We want the Sentinel feat to combo with items, among other things.
  • Dashing Tiger
    • Tiger Heart 9 / Thief 3
    • A durable tank and a vicious damage dealer both.
    • Stallion Aspect on a Barbarian for easy survivability, perfect for beginners who might struggle to survive.
  • Inferno Tempest
    • Tempest Cleric 6 / Brass Draconic Sorcerer 6
    • The nuker powered by Markoheshkir staff. Yeeter with level 6 Tempest feature. Also crowd-controller with Glyph of Warding or Hypnotic Pattern.
    • Combine Fire Acuity with Lightning Nuke for easy and fun nuking.

Pros
  • Good capacity for burst since early levels.
  • Starts off simple to play, using only ranged weapon attacks.
  • Access to whole Wizard spell list.
  • A dedicated tank for easy survivability throughout.
  • Haste Spore for risk-free Haste once a day.
Cons
  • At high level can get complex to bring out the full potential.
  • Very late acquisition of Counterspell.
1st member - Spore Swords Wizard (Elf)
This 1st party member has a racial requirement to be an Elf. (not Drow, and not Half-Elf).
We're after the racial Longbow Proficiency.
If you don't want to play Elf as your main, you can give party leader role to 4th member, the Inferno Tempest.

Role in party
  • Outside combat
    • Party Leader
    • Trader
    • Persuader
    • Lockpicker
    • Trap Disarmer
      Basically they're a full-service party leader. You never need to swap control of party members outside of combat.
  • In combat
    • Damage Dealer.
    • Crowd Control, most notably Hold Person and Hold Monster spells. Hypnotic Pattern, Fear, etc. can be used too when suitable.
    • Wizard - able to swap prepared spells to best suit the upcoming fights.
    • Sporekeeper - occasionally can swap to Armour of the Sporekeeper to make use of Haste Spore.

Class composition
  • College of Swords Bard 6
  • Circle of Spores Druid 4
  • School of Divination Wizard 2

Leveling
BBBBBBDWDWDD
(B for Bard, D for Druid, and W for Wizard. Take first 6 levels in Bard, then the rest in Druid and Wizard as written.)

General Stats
  • Ability Scores - 4 numbers are represented in each ability type. They're, in order, final ability score, final raw ability score (with Con Amulet and Dex Gloves), secondary raw ability score (with Dex Gloves), and initial ability score (without stat-setting item).
    • Str - 8 (8, 8, 8)
    • Dex - 18 (8, 8, 16)
    • Con - 23 (8, 16, 16)
    • Int - 18 (17, 16, 10) +2 from Mirror of Loss
    • Wis - 16 (15, 12, 10)
    • Cha - 16 (16, 14, 14)
  • HP - 133
  • AC - 21
  • Raw Spellcasting DC - 16 (without Rhapsody charge and Mirror +2 bonus)
  • Initiative - +4
  • Fighting Style - Two-weapon Fighting
  • Feats
    • ASI (1st feat before Dex Gloves, 2nd feat after Dex Gloves)
    • Sharpshooter (2nd feat before Dex Gloves, 1st feat after Dex Gloves)

Choices on level up
  • Skill Proficiencies
    • Expertise in Persuasion
    • Expertise in Sleight of Hand
    • Proficiency in Deception
    • Proficiency in Acrobatics
  • Bard spells - absolutely pick up:
    • Calm Emotion
    • Vicious Mockery
    • Heat Metal
    • Plant Growth
    • Silence
    • Glyph of Warding - I can't overstate how useful this is. (get from Wizard spell list if you like)
    optionally pick up:
    • Thunderwave - can be dropped (by reclassing) after you obtain from Druid or Wizard spell list.
    • Healiing Word - pick-up downed allies with bonus action.
    • Longstrider - can drop this after getting Druid level.
    • Faerie Fire
    • Lesser Restoration - can be optionally prepared from Druid spell list
    • Hold Person - use this before or also after obtaining Wizard level
  • Druid spells - advisable to prepare
    • Longstrider
    • Create Water
    • Spike Growth
  • Wizard spells
    • Shield - you don't want to get hit and lose concentration if you can avoid it
    • Hold Person
    • Hold Monster
    • Learn everything, if you can afford. They can come in handy here and there. But don't learn level 1 spells too fast. You need to be able to choose something for Wizard level up.

Equipments
  • Main hand - Rhapsody[bg3.wiki] - Best Sharpshooter-Caster weapon. Charge it up and enjoy landing more hits and spells.
  • Off hand - Dolor Amarus[bg3.wiki] - to capitalize on auto-crit from your Hold spells.
  • Ranged - Dead Shot [bg3.wiki]- best bow for hit rate, but for that you need your Elven racial proficiency
  • Body - Armour of Agility[bg3.wiki] (use Armour of Sporekeeper[bg3.wiki] against enemies you can't CC and need Haste.)
  • Cloak - your choice
  • Gloves - Gloves of Dexterity[bg3.wiki] - you're Multiple Ability Dependent - and you want +1 to hit
  • Boots - Evasive Shoes[bg3.wiki] - when wearing Sporekeeper Armour, your AC will be low, so every little bit helps.
  • Head - Helmet of Arcane Acuity[bg3.wiki] - essential for Gish build
  • Amulet - Amulet of Greater Health[bg3.wiki] - not only for HP, but also for maintaining your Concentration
  • Ring 1 - Band of the Mystic Scoundrel[bg3.wiki] - essential for Control casters
  • Ring 2 - Ring of Arcane Synergy[bg3.wiki] - when not using spells, use Vicious Mockery[bg3.wiki] after making weapon attacks. Landing the Vicious Mockery will strengthen your weapons for 2 turns.
1st member - Visual level up guide
  • Level 1
    • Before obtaining Gloves of Dexterity
    • After obtaining Gloves of Dexterity
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
  • Level 10
  • Level 11
  • Level 12
2nd member - Bhaalist Battlemaster
This 2nd party member can be of any race or origin character.

Role in party
  • Battle Maneuver - use Battlemaster Maneuvers to gain tactical advantage as needed.
  • Mental Fatigue - helps apply Mental Fatigue on foes as needed.
  • Bhaalist Armour - wears Bhaalist Armour and approach foes you want to focus fire on. Keep the foes locked in place by using Opportunity Attacks with Sentinel feat.
    All reactions of this 2nd member should be set to 'Ask'. You need to be selective on how you use your Reactions, to focus on locking down key foes.
  • Damage Dealer - not focused on Held enemies, but against others should deal consistently high damage with 3 base attacks, with Action Surge in a clutch.

Class composition
  • Battlemaster Fighter 12

Leveling
FFFFFFFFFFFF
(F stands for Fighter. Take 12 straight Fighter levels.)

General Stats
  • Ability Scores
    • Str - 8 (8)
    • Dex - 18 (17) +2 from Mirror of Loss
    • Con - 16 (16)
    • Int - 8 (8)
    • Wis - 16 (15)
    • Cha - 8 (8)
  • HP - 112
  • AC - 20
  • Initiative - +8
  • Fighting Style - Archery
  • Feats
    • ASI
    • Sharpshooter
    • Sentinel
    • Crossbow Expert (alternatively ASI +2 Dex if you're good at positioning with bows)

Choices on level up
Absolutely pick up these Maneuvers (in order of your preference)
  • Trip Attack
  • Disarming Attack
  • Pushing Attack
  • Goading Attack
  • Menacing Attack
Can be useful occasionally
  • Manoeuvering Attack
  • Riposte
  • Commander's Strike

Equipments
2nd member - Visual level up guide
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
  • Level 10
  • Level 11
  • Level 12
3rd member - Dashing Tiger
This 3nd party member can be of any race or origin character.

Role in party
  • Damage Dealer - focused on Critical Hit damage, excel especially after casting a Hold spell to guarantee auto-critical hits, and with Reckless Attack.
  • Assassin (optional) - you have the choice of Thief or Assassin subclass. If Assassin is chosen, go and dominate the 1st round - with the aid of the Bhaalist Battlemaster to double your damage output. The demo will use Thief subclass for better base power.
  • Tank - Dashing Tiger is the team's answer to grouped up mobs both tanking and killing. To help with tanking, Dashing will give you 2 times you Barbarian level in temp HP after you obtain level 6 in Barbarian.
  • Dash - Aside from giving temp HP, dashing will also give you Wrath charges to improve your damage from your Boots.
  • Bleed - when you Rage, you can use Tiger's Bloodlust, attacking up to 3 enemies and Bleeding them all. If you obtain Booooal's Benediction buff this will greatly ease how you set up for your main hand weapon.
  • Radiating Orb - you'll do this naturally through your equipments.
  • Daze - you'll do this naturally through your equipments, in combination with Inferno Tempest's Reverberation.

Class composition
  • Athletics (Skill Proficiency)
  • Tiger Heart (Wildheart) Barbarian 9
  • Thief / Assassin Rogue 3 (choose 1 that suits your playstyle)

Leveling
BBBBBRRBRBBB
(B for Barbarian and R for Rogue. Take first 5 levels in Barbarian, and the rest in that order.)

General Stats
  • Ability Scores
    • Str - 20 (17) +2 from Mirror of Loss
    • Dex - 14 (14)
    • Con - 16 (16)
    • Int - 8 (8)
    • Wis - 10 (10)
    • Cha - 8 (8)
  • HP - 119
  • AC - 18
  • Initiative - +10
  • Feats
    • Tavern Brawler
    • Alert, alternatively Savage Attacker or ASI only if playing Thief, not Assassin.
    • (not feat) Potion of Everlasting Vigour from Araj Oblodra

Choices on level up
  • Tiger Heart (Wildheart) at Barbarian 3
  • Stallion Aspect at Barbarian 6

Equipments
  • Main hand - Crimson Mischief[bg3.wiki] (apply Thunder damage from Drakethroat Glaive[bg3.wiki]) - combos well with being Assassin, being Barbarian, and on enemies affected by Hold spells.
  • Off hand - Bloodthirst[bg3.wiki] - both for +1 AC, your natural crit chance, and for provoking Opportunity Attacks on your own turn. If an enemy miss you, you can retaliate, in so doing you'll get another Extra Attack. Even more so, your Bhaalist Sentinel can also get their Extra Attack if they share initiative with you. (very likely since you're +8 and +10)
  • Ranged - Vicious Shortbow[bg3.wiki] - increases critical hit damage
  • Body - Luminous Armour[bg3.wiki] - for Radiating Orb[bg3.wiki] - to make enemies more likely to miss you, so you can take advantage of Bloodthirst Retaliation
  • Cloak - Displacement Cloak[bg3.wiki] - for enemies to miss, so you can retaliate with Bloodthirst
  • Gloves - Helldusk Gloves[bg3.wiki] - you get extra damage die from Crit, so every damage die triples, or Craterflesh Gloves[bg3.wiki] for Patch 6.
  • Boots - Linebreaker Boots[bg3.wiki] - dashing boosts your damage in addition to giving you temp HP
  • Head - Helm of Balduran[bg3.wiki] or Sarevok's Helmet[bg3.wiki]
  • Amulet - Broodmother's Revenge[bg3.wiki] for damage, otherwise Fey Semblance Amulet[bg3.wiki] for mental defenses
  • Ring 1 - Callous Glow Ring[bg3.wiki] - extra Radiant damage will also be added to Bleeding damage
  • Ring 2 - Ring of Spiteful Thunder[bg3.wiki] - to Daze enemies with Thunder damage added to your Crimson Mischief, allowing easier landing of CC spells.
3rd member - Visual level up guide
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
  • Level 10
  • Level 11
  • Level 12
4th member - Inferno Tempest
This 4th party member can be of any race or origin character.

Role in party
  • Nuker - only in difficult fights, as you need to spend spell slots to do so.
  • Cleric - you can cast Aid and Calm Emotion to protect your allies from attacks and from enemies' Charms.
  • Yeeter - when you obtain 6 levels in Tempest Cleric, your Magic Missile or Scorching Ray can be used to push foes into the chasm. Alternatively cast any spell with damage, with Lightning Charges you'll push them away from you.
  • Crowd Control - with Glyph of Warding, Sleet Storm, or Hypnotic Pattern
  • Radiating Orb - you'll do this naturally through your equipments.
  • Reverberation - you'll do this naturally through your equipments.

Class composition
  • Tempest Domain Cleric 6
  • Brass Draconic Bloodline Sorcerer 6

Leveling
CCCCCCSSSSSS
(C for Cleric and S for Sorcerer. Take first 6 levels in Cleric, followed by 6 in Sorcerer.)

General Stats
  • Ability Scores
    • Str - 8 (8)
    • Dex - 8 (8)
    • Con - 16 (16)
    • Int - 8 (8)
    • Wis - 16 (15, 17)
    • Cha - 18 (17, 15) +2 from Mirror of Loss
  • HP - 99
  • AC - 21
  • Base Spellcasting DC - 20
  • Initiative - +2
  • Feats
    • ASI
    • Dual Wielder

Choices on level up
  • Persuasion proficiency if you want to make this member a party leader. (recommended with Backgrounds that give Deception or Intimidation)
  • Cleric - advisable to prepare
    • Calm Emotions
    • Aid
    • Glyph of Warding - I can't overstate how useful this can potentially be, especially Sleep Glyph.
    • Spirit Guardian
    • Create Water - when using Lightning spells
    • Sanctuary
    • Bless
    • Healing Word
    Pickup these Cantrips
    • Guidance - no-brainer
    • Sacred Flame - you'll absolutely need this early game, your only way to contribute with cantrip. Once you get Sorcerer cantrips you can respec this out.
    • Resistance - used less, but still no-brainer
  • Sorcerer
    • Spells - recommended
      • Counterspell - no-brainer choice.
      • Scorching Ray - your bread-and-butter single target damage spell, and your means to raise your DC
      • Misty Step - don't underestimate utility of mobility
      • Magic Missile - for yeeting, pushing, and against one particular Act 3 boss.
      Maybe (if you're fine with frequent respec you can swap these in and out)
      • Haste - Haste Spore is risk-free and preferable. As this is a newbie-friendly guide, Haste is not recommended.
      • Shield - useful, but preferably rely on your Battlemaster and Tiger to draw fire. We only have 7 spell choices.
      • Fireball - you don't have many spells you can upcast effectively.
      • Lightning Bolt - you may want something more effective than Cleric class' Call Lightning for those Channel Divinity charges.
      • Witch Bolt - same reason as Lightning Bolt, but against single target affected by Hold person/monster.
      • Hypnotic Pattern - alternative to Glyph of Warding Sleep, larger AoE
    • Metamagic - recommended
      • Twinned Spell - twin Fire Bolt cantrip as cheap alternative to Scorching Ray, twin Sanctuary or Haste.
      • Quickened Spell
      Maybe
      • Careful Spell - used with Hypnotic Pattern so it doesn't affect allies
      • Extend Spell - used with Command

Equipments
4th member - Visual level up guide
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
  • Level 10
  • Level 11
  • Level 12
Act 1
This section discusses equipment choices and strategies for fights in Act 1.
  • Overall, Act 1 starts with your raw power level barely matching that of your enemies.
  • Getting surprise round, hiding, using the environment is very important on harder difficulties.
  • This becomes less so once you leave the Wilderness and Underdark for Grymforge and Crèche. It'll become less crucial to get that surprise round.
  • Act 2 fights will introduce special mechanics for most fights, but for Act 1, it's about making up for enemies' numbers and power with good approach. You don't need to think much beyond increasing your raw power and making up for that when you lack it.

Act 1 is a vast place where your characters rise rapidly in power level. It is impossible to specify a center point where your Act 1 build would look like.
Nevertheless, coming online at level 5 should be the goal of Act 1, and these are the best estimation of the best item in slots that you don't get too late in Act 1.

Level 3
The party should now be.
  • Spore Swords Wizard
    • Swords Bard 3
  • Bhaalist Battlemaster
    • Battlemaster Fighter 3
  • Dashing Tiger
    • Tiger Heart (Wildheart) Barbarian 3
  • Inferno Tempest
    • Tempest Cleric 3

Most honour mode players employ the strategy of not fighting before level 4. This guide will advise the same for cautious players on honour mode. Casting Disguise Self with the party leader and going to the Gith patrol alone will lead to a single Deception check for a good amount of XP. That and a little exploration will take you to level 4 quick.

Non-honour mode players can attempt any fight or exploration they wish.
Level 4 Party
  • Party members all got their 1st feat, with a good surge in power level, by adding another +1 to their main stat modifier.
  • Swords Wizard (member 1) should still only use their Flourishes sparingly, as they still recharge on Long Rest only.
  • At this point the party will rely on Battlemaster and Tiger (member 2 and 3) to contribute the most to the fights. They already have strong fighting abilities.
  • Silence[bg3.wiki] spell will be useful against Harpies and Ethel, if chosen to encounter here.
  • Gold Wyrmling Staff[bg3.wiki] now allows Tempest (member 4) to contribute with Fire Bolt.
The party should now be.
  • Spore Swords Wizard
    • Swords Bard 4 - 1st ASI feat should be put in Dexterity. We'll respec after obtaining the Dexterity gloves.
  • Bhaalist Battlemaster
    • Battlemaster Fighter 4
  • Dashing Tiger
    • Tiger Heart (Wildheart) Barbarian 4
  • Inferno Tempest
    • Tempest Cleric 4
Near the end of Level 4, you should have most of the equipment slots, most of which are obtainable as loot. The list below is merely a suggestion, what you have will depend on what quests you've done and how much of a loot goblin you're.
  • Spore Swords Wizard
    • 2 Light finesse weapons.
    • Light Crossbow or 2 Hand Crossbows.
    • Boots of Speed from Thulla in Myconid colony.
    • Gloves of Power from Zakrug (boss of the Emerald Grove raid)
    • Caustic Band from Derryth Bonecloak (hard to afford on honour mode)
    • Moondrop Pendant from Owlbear cave
  • Bhaalist Battlemaster
    • Phalar Aluve or Rapier
    • Safeguard Shield from Dammon
    • Crusher's Ring from Crusher at Goblin Camp
    • Light Crossbow or 2 Hand Crossbows
    • Sunwalker's Gift ring from Blurg
    • Amulet of Misty Step from Priestess Gut's private chamber.
    • Warped Headband of Intellect from Lump the Ogre.
  • Dashing Tiger
    • Everburn Blade from Commander Zhalk
    • Returning Pike from Grat the Trader should be used as thrown weapon
    • 3 Lighting Charge set items can be obtained from under the Windmill, Shadow Druid swamp, and Blurg
    • Luminous Armour is obtainable now, if only useful for AC.
    • Ring of Flinging from Arron
    • Ring of Protection from Mol's Idol quest
    • Hunting Shortbow from Dammon grants useful advantage against many Act 1 enemies
    • Light Hammers should be bought up whenever they appear in shops, you'll need them against Grym
  • Tempest
    • Gold Wyrmling Staff allows the Cleric to cast Fire Bolt with their Wisdom, and better than Sacred Flame against most enemies
    • Bow of Awareness from Roah Moonglow
Level 4 Fights
Recommended Fights at level 4
  • Owlbear (optional)
  • Anders (Paladins hunting Karlach)
  • Lump the Ogre
  • Mud Mephits
  • Kagha and Shadow Druids (fighting Kagha is optional, her amulet can be obtained by offing her later)
  • Harpies (Silence spell is mandatory)
  • Goblin Camp exterior - start from the sleeping ones at the top, and try to sneak and shoot as many of the ones below as you can. Poisoning them is risky on honour mode, but in other mode you can certainly try.
  • Pristess Gut - talk to her, go to her room, and use Silence after hiding
  • Minotaurs
  • Ethel's Red Caps
Doable at level 4 with good approach, but much easier at level 5 (not exhaustive)
  • Spider Matriarch
  • Minthara
  • Dror Ragzlin
  • Flind (Gnolls at the cave)
  • Gekh Coal (Duergars at the beach)
Demo of some fights done at level 4.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. The demo was done on Honour mode, otherwise it's not necessary to be this cautious. Simply reload if you mess up.
  • 0:00 - Owlbear
  • 2:38 - Anders (Paladins of Tyr)
  • 6:54 - Lump (3 Ogres)
  • 10:56 - Mud Mephits and Wood Woads at the swamp
  • 17:20 - Kagha and Shadow Druids
  • 25:21 - Harpies (save Mirkon)
  • 29:55 - Phase Spider Matriarch
  • 36:55 - Priestess Gut
  • 37:48 - Minotaurs in the Underdark
Level 5 Party
  • Level 5 but still in Wilderness or Underdark
    • Swords Wizard recharges Flourishes on Short Rest, allowing more Flourishes to be used.
    • Battlemaster and Tiger get their Extra Attack
    • Cantrips double in damage, so Tempest's Fire Bolt can be useful now.
    • Boots of Stormy Clamour[bg3.wiki] should be obtained at Level 4 or 5, and should be given to the Tiger. This gives Reverberation[bg3.wiki] on enemies targeted with Tiger's Bloodlust[bg3.wiki] (available when raging).
  • Crèche[bg3.wiki]
  • Adamantine Forge[bg3.wiki]
    • If you manage to defeat Grym[bg3.wiki] (best done by leaving Tiger up top to throw saved up thrown weapons), you'll get Adamantine items to prevent critical hits on 3 members.
    • Give Grymskull Helm[bg3.wiki] to Battlemaster
    • Make a Shield[bg3.wiki], give to Tiger
    • Make a Splint Mail[bg3.wiki] (Heavy), give to Tempest
The party should now be.
  • Spore Swords Wizard
    • Swords Bard 5
  • Bhaalist Battlemaster
    • Battlemaster Fighter 5
  • Dashing Tiger
    • Tiger Heart (Wildheart) Barbarian 5
  • Inferno Tempest
    • Tempest Cleric 5
Without Crèche items, it should look like
Level 5 Fights
Recommended Fights at level 5
  • The whole of Wilderness and Underdark area is now doable.
    • Wilderness and Underdark area should no longer be a challenge, with the exception of maybe Goblin's Shattered Sanctum if you approach poorly.
    • Dror Ragzlin just got his new Legendary Action in Patch 6, which just requires you to focus-fire on him first.
  • Crèche and Grymforge are also doable at level 5.
    • The strategy for honour mode Inquisitor W'wargaz should be to eat up his Legendary Resistance with Tiger's Reverberations and Battlemaster's Maneuvers. Then the Tempest can land Hold Person or Glyph of Warding Sleep on him (Glyph is much easier to land, and Swords Wizard can capitalize on that with Sharpshooter Flourish). The team's initiatives at this point guarantee this strategy will be available, since the Tempest's initiative lags way behind the other 3. Move the Bow of Awareness from Tempest to Tiger to ensure that.
    • Kith'rak Therezzyn can be surprised from behind after killing W'wargaz by warping to Crèche waypoint from Lathander chamber.
    • For honour mode Nere, absolutely Hold Person him. You don't want to hit him while he can use his Legendary Action.
  • Recommended to go to Crèche before Grymforge, even if only to grab Gloves of Dexterity and Holy Lance Helm
Demo of some fights done at level 5.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. The demos are Honour mode. You don't need this level of caution on other modes where you can reload.
  • Wilderness and Underdark
    • 0:00 - Gekh Coal (messed up and let him raise undead - but Tiger got to show her power)
    • 9:38 - Minthara
    • 11:24 - Dror Ragzlin
    • 17:00 - Flind (Gnolls at the cave)
    • 23:31 - Auntie Ethel
    • 26:12 - Spectator
    • 27:33 - Bulette

  • Mountain Pass, Crèche, and Grymforge
    • 0:00 - Crèche Inquisitor Ch'r'ai W'wargaz
    • 9:10 - Crèche Captain Kith'rak Therezzyn
    • 13:00 - Crèche Infirmary
    • 16:49 - Nere and Grymforge Duergars
    • 26:10 - Grym
    • 31:30 - Death Shepherds at the Mountain Pass
Act 2
This section discusses equipment choices and strategies for fights in Act 2.
  • Overall, Act 2 fights are different from Act 1 in that
  • while your party raw power now can exceed that of enemies.
  • there are some special mechanics for most fights, which you have to approach correctly.
    • some boss are immune to physical damage until you deal elemental damage to him for a few rounds.
    • some boss throw really devastating bombs that can kill your whole party immediately.
    • some boss turn you to gold.
    • in some fights your enemies are not targeting you. You're instead protecting their target.
    • etc.
  • It's now less about getting surprise round but more about dealing with these special mechanics.

Act 2 generally best-in-slot equipment and expected AC, base spell DC, and initiative
Level 6 Party
This level can easily be reached in Act 1, but for the demo, we did Act 1 at level 5 and only level up to 6 for Act 2. Being higher in level than the demo will make your fights easier than demonstrated.
  • Swords Wizard gets their extra attack, allowing great burst damage when needed.
  • Battlemaster gets Sharpshooter, greatly boosting damage against easy-to-hit enemies.
  • Tiger should transition into wielding Blood of Lathander[bg3.wiki] for Act 2, reducing their damage contribution, but gives Advantage against most Act 2 enemies. Swords Wizard and Battlemaster's Sharpshooter will benefit immensely from this.
  • Tiger's bleeding ability is also useless against most Act 2 fights. This will be counteracted by obtaining Callous Glow ring[bg3.wiki] for the Tiger. They're now a Controller, not main Damage Dealer.
  • Tempest gets Thunderbolt Strike[bg3.wiki], pushing targets affected by Lightning or Thunder damage away. This will be key in defeating Yurgir, if chosen to encounter at this level.
  • Tempest also gets 2nd Channel Divinity, used for Turn Undead or maxing Lightning damage.
The party should now be.
  • Spore Swords Wizard
    • Swords Bard 6
  • Bhaalist Battlemaster
    • Battlemaster Fighter 6
  • Dashing Tiger
    • Tiger Heart (Wildheart) Barbarian 5
    • Rogue 1
  • Inferno Tempest
    • Tempest Cleric 6
After going through all Act 1 but before Act 2 items, it should look like.

After a bit into Act 2, you should transition into Act 2 gears, which should look like.

Refer to Act 2 section for equipment suggestions.
Level 6 Fights
Recommended fights at level 6.
  • Finish up any Act 1 parts still left if you like.
  • The party can now take on all of Act 2 fights before Shadowfell, with the exception of maybe the Gith ambush on the road to Baldur's Gate.
    • Marcus should not be a problem with 2 Sharpshooters, but focus on the Ghouls first, they're the ones that can paralyze Isobel.
    • Kar'niss can be attempted with Silence spell. He can jump out, but at least you restrict where he can be. 2 Sharpshooters can bring him down fast. Tiger's Bloodlust[bg3.wiki] can damage him while he has Sanctuary on.
    • Gerringothe Thorm, aside from dealing damage based on gold you carry, has another dangerous ability on honour mode. She can turn enemies (you) near her into gold when one of her skulls is destroyed. That's all you need to know. This party's raw power is plenty.
    • Thisobald Thorm is immune to all physical damage, but deal some elemental for a few rounds and he becomes vulnerable for 1 round. Dealing Acid damage is recommended. His attacks are based on elemental damage dealt to him. Use the Caustic Band[bg3.wiki] and wait for him to be vulnerable.
    • Malus Thorm has no special mechanics so just beat him down. That said, restricting his movement is useful on honour mode due to the Legendary Action triggered through the nurses. You want to use ranged attacks on honour mode.
    • Halsin Portal is best attempted with Sleet Storm[bg3.wiki] on the woods side. With that side secured, focus your damage on the Shadows. Use some AoE like Sunbeam[bg3.wiki] from Blood of Lathander[bg3.wiki] to rid of the Ravens and Tentacles.
    • Oliver creates a special necrotic silence dome in honour mode the first time his ally is killed each round. On other mode you can worry less about positioning, but you still want to restrict his Friends' movement or rely on Spirit Guardian[bg3.wiki] to kill them as they come close.
    • Yurgir can be attempted at level 6 with Tempest's Thunderbolt Strike[bg3.wiki] and Magic Missile from Psychic Spark[bg3.wiki] amulet while wielding Spellsparkler[bg3.wiki]. (or cast from your slot spells if you're level 7). Yeeting him down neutralizes his first turn. Burst him down with your Sharpshooters. Tiger with Holy Lance Helm, Luminous Armour, Boots of Stormy Clamour, and Callous Glow Ring, can single-handedly handle all the Merregons.
    • Balthazar should be killed in his lab. You want to burst him down before he cast Cloudkill[bg3.wiki] on his 2nd turn. Spread out if you fail the burst. He can usually walk out of any Silence dome so don't expect to rely on that.

Demo of some fights done at level 6.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode. It is divided into 2 in-game days. How I split my days and how I choose the order of fights in a day is arbitrary.
  • Day 1
    • 0:00 - Marcus
    • 6:39 - Kar'niss
    • 15:57 - Yurgir + Merregons
    • 28:54 - Malus Thorm

  • Day 2
    • 0:00 - Halsin Portal
    • 11:16 - Oliver
    • 19:29 - Balthazar
    • 23:35 - Thisobald Thorm
    • 31:34 - Gerringothe Thorm
Level 7 Party
  • Battlemaster gets new Maneuvers.
  • Tempest gets Sorcerer level and starts using Magic Missile to push enemies on some fights.
The party should now be.
  • Spore Swords Wizard
    • Swords Bard 6
    • Druid 1
  • Bhaalist Battlemaster
    • Battlemaster Fighter 7
  • Dashing Tiger
    • Tiger Heart (Wildheart) Barbarian 5
    • Rogue 2
  • Inferno Tempest
    • Tempest Cleric 6
    • Brass Draconic Bloodline Sorcerer 1
The party now should look like
(swapped in Hoarfrost Boots for Tiger for use in Moonrise Assault)
Level 7 Fights
Recommended fights at level 7
  • Anything, as long as you're in Act 1 or 2.
  • Refer to earlier levels section for fight strategies before the point of no return at Shadowfell.
  • Assault on Moonrise Tower
    • There are many ways to this. Feel free to discover your own, but the main strategies we used in the demo are...
    • Sleet Storm to control/delay confrontation between Absolute side and Harpers. (Harpers would be slaughtered in a direct confrontation.)
    • Meanwhile take them down from range, while Tiger wearing Hoarfrost boots tank and draw fire.
    • You don't want Z'rell to do anything.
  • Rooftop fight against Ketheric Thorm
    • Ketheric's armour has a -2 flat damage reduction, meaning Callous Glow Ring, Caustic Band, etc. are useless against him.
    • Calm Emotion if needed to counter Frightened effect.

Demo of some fights done at level 7.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
  • 0:00 - Assault on Moonrise Tower (no taking out guards before fight)
  • 18:26 - Rooftop fight against Ketheric Thorm
Level 8 Party
  • Swords Wizard gets Wizard level, allowing flexible and useful spell choices.
  • Battlemaster gets Sentinel Feat, but the usefulness is offline for now. Consider taking ASI first to respec later if you like respeccing.
  • Tiger becomes fully-fledged Dashing Tiger. They can now use Dash as Bonus Action in addition to getting temp HP from it. Their tanking ability gets massive boost.
The party should now be.
  • Spore Swords Wizard
    • Swords Bard 6
    • Druid 1
    • Wizard 1
  • Bhaalist Battlemaster
    • Battlemaster Fighter 8
  • Dashing Tiger
    • Tiger Heart (Wildheart) Barbarian 6
    • Rogue 2
  • Inferno Tempest
    • Tempest Cleric 6
    • Brass Draconic Bloodline Sorcerer 2
The party now should look like
Snapshot was taken right before Myrkul (who has -2 flat damage reduction), so small damage rider items like Caustic Band and Strange Conduit Ring were swapped out in favour of other useful magical effects.
Level 8 Fights
Recommended fights at level 8
  • Anything in Act 1 and 2, including after the point of no return (going down Shadowfell and release or kill Nightsong).
  • Refer to earlier levels section for pre-Shadowfell fight strategies.
  • Act 2 finale including the boss can now be attempted.
  • Ketheric-Myrkul
    • Our party skills and damage types are poorly matched against Myrkul.
    • Faster options are Paladins, OH Monk, and nuke Casters. We're none of those yet. (Tempest will be nuke Caster in Act 3). You can also speed up with consumable potions, scrolls, and arrows. Our demo will remain without consumable and preferentially under-leveled.
    • Nevertheless, Fog Cloud[bg3.wiki] during the Myrkul phase will win the encounter 100% of the time. Blinded[bg3.wiki] Myrkul is no match for the power of this party. The only thing that changes between runs is how fast you take him down.
    • Aside from Tiger who has Rogue levels, Swords Wizard can learn Expeditious Retreat[bg3.wiki] for the same bonus action Dash option - to help reach Aylin on 1st round.
    • Swords Wizard can learn and cast Conjure Minor Elemental[bg3.wiki]. We can summon Mud Mephits to help against Necromites and Involucres.
    • Animate Dead[bg3.wiki] can be used too.
    • Tiger can use bonus action Dash to refill their temp HP without needing to heal.
    • Tempest's Channel Divinity to max Lightning damage after Create Water[bg3.wiki] is a good way to damage Myrkul and speed the fight up.
  • Early Act 3 fights (not bosses) are also doable.
Demo of some fights done at level 8.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
  • 0:00 - Necrotic Laboratory in Illithid Colony
  • 12:12 - Ketheric + Myrkul fight preparation
    • Swords Wizard summons followed by Tempest upcasting Aid to max level.
    • Protection from Evil and Good on main tank (Tiger).
    • Expeditious Retreat on Swords Wizard for bonus action Dash.
  • 13:54 - Ketheric Thorm
  • 24:51 - Myrkul
    • I had been building up Arcane Acuity on the Inferno Tempest since the Ketheric phase by twinning Fire Bolt against easy-to-hit targets.
    • So I was able to rely on Tempest to max damage Witch Bolt on Myrkul with 90+% chance to hit.
Act 3
Act 3 is the final one. You should transition into your final set of gears. Personally, I beeline for the gears first ever since my 1st run, since I like fighting and want to enjoy my team's full power for longer.
  • Generic comments on Act 3 fights
    • Act 3 fights have all sorts of flavours, with one thing in common in contrast to earlier Acts;
      • The enemies are very strong offensively. In contrast to Act 2 finale Myrkul, who can barely damage you but is a marathon to take down, in Act 3 enemies will be pitting their offense against you.
        • Which is why 'nova' or burst damage is the generally preferred strategy. Without consumables and illithid power, the demo's burst will be less powerful than with. At this point consumables are simply balance shattering, that's why we do demo without them to still have something to think for.
        • It is possible to play with a composition without burst, but it's much harder.
    • In Act 3, in some fights you'll be on the back foot in raw power again, but only if you let the enemies release their full offensive capabilities. Ansur is the best example of this. Nothing survives their 'attacks' for long.
    • In others, there are special mechanics like most of Act 2, and some are real extreme. The main plot boss Orin the Red in particular, there's 0% chance of beating them without dealing with their special mechanics with the right tools. Power won't even come into play while that special mechanics last.
  • Refer to individual member sections for final gears.
  • Refer to Level 9-12 sections for Act 3 fight Walkthrough.
Level 9 Party
  • Level 9
    • Swords Wizard gets Spore subclass, and gets some damage boost through Symbiotic Entity.
    • Dashing Tiger gets Thief subclass and thus can now Dash twice a turn. You should choose Thief subclass for now even if you want to play Assassin. The Tiger's initiative boost comes later at level 10 and 11.
    • Tempest gets Quickened Spell and Scorching Ray, allowing on-demand boost of DC with Fire Acuity hat, as well as Create Water for their own Lightning.
  • Rivington
  • Lower City
  • Murder Tribunal
    • This should be among the first destinations, to get Bhaalist Armour[bg3.wiki] and bring Bhaalist Battlemaster 90% online.
    • Dolor items will also bring Dashing Tiger back as a damage dealer.
  • Ethel in Act 3
    • Complete the Bhaalist Battlemaster build by quest reward[bg3.wiki] (Save Lora) from defeating Ethel.
    • Get Fey Semblance Amulet[bg3.wiki] reward from Mayrina while you're at it. This will help against Gortash's Banites.

While you may enter Act 3 later than this guide, as soon as you enter Act 3, you'll be able to switch a lot of equipment into Act 3 sets simply by buying or 5-finger discount. Here's what ours look like before any Act 3 boss fight.
Level 9 Fights
Recommended fights at level 9
  • Finish Act 1 and 2 if you haven't
  • Minor side quests in Act 3
  • Dolor
  • Sarevok Anchev can be Hold Person-ed on easier difficulties or if you can overcome his Legendary Resistance on harder difficulties. Amelyssan casts Sanctuary[bg3.wiki], so rid of that first. Illasera can Counterspell[bg3.wiki], but killing her first will give Sarevok immunity to Hold Person. Provoke opportunity attack to get rid of her Counterspell. Mental Fatigue from Bhaalist Battlemaster's maneuvers wielding Ring of Mental Inhibition will help with overcoming Legendary Resistance.
  • Auntie Ethel is easy if you know the mechanics. Her spells get more powerful the fewer mushrooms are left. If she's killed before the mushrooms are gone, she revive. You don't want her to cast any spell when all mushrooms are gone. Beyond that, increase your AC as the Ray of Sickness[bg3.wiki] is attack roll.
  • Lorroakan is a pushover if you use Gauntlets of the Warmaster[bg3.wiki] - powered Trip Attack. His Elemental Retort[bg3.wiki] requires him upstanding.

Demo of some fights done at level 9.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
  • 0:00 - Sarevok Anchev
  • 4:14 - Auntie Ethel Act 3
  • 12:40 - Lorroakan
Level 10 Party
  • Level 10
    • Spore Swords Wizard gets School of Divination subclass, allowing them to manipulate the dice in clutch moments. This is particularly useful for our hard-control Hold spells.
    • Dashing Tiger gets +3 bonus in Initiative, bringing it up to +5 (assuming no item that boosts it).
    • Inferno Tempest now can dual wield 2 Staves. They can wield both Markoheshkir and Spellsparkler. They can now have both Fire or Cold damage boost and Lightning Charge for pushing enemies at the same time.
  • Orin
    • Dashing Tiger completes their item set and build with Orin's weapons.
  • Cazador
    • Spore Swords Wizard completes their DC boost gears with Cazador's dagger.
Level 10 Fights
Recommended fights at level 10
  • Everything recommended at level 9.
  • Orin the Red - if you do her at level 10, the Bhaalist Battlemaster is guaranteed to go 1st in initiative among your team, and they should wear Psychic Spark[bg3.wiki] amulet and wield Ne'er Misser[bg3.wiki], if you've been collecting the same items as the guide. In any case check your initiatives. In certain fights it's important to manipulate initiatives, and Orin's fight is one of them if you want to use Magic Missile method to end it quickly. You have a few +initiative gears you can reassign among your team. Elixir of Vigilance[bg3.wiki] would work too.
  • Cazador can be done in a myriad of ways. The dangerous ones are the ghouls and skeletal mage at the back. Keep that in mind and feel free to discover your own strategy. At this point this party is very complex and can utilize almost anything.
  • House of Grief is easiest with the kiting method, though your power should also suffice for the reckless, full-on assault. Swap in some blind-immunity items you have (I forgot in the demo).

Demo of some fights done at level 10. (online 2024-07-08)
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.

  • 0:00 - Orin the Red + Bhaal Cultists - I intentionally dropped the spell DC of the Spore Swords Wizard due to how Legendary Resistance and Portent Dice[bg3.wiki] interact (confirmed up to Patch 6). The target must 'naturally' (without using Legendary Resistance) succeed the save to trigger the use of Portent Die. If the target fail the save without Legendary Resistance but succeed with the LR, you won't get to use your Die.
  • 8:22 - Cazador Szarr
  • 17:34 - House of Grief - did this without resting after Cazador fight with the full intention of relying on spells, not Flourish or Maneuver.
  • 39:23 - Elfsong Tavern Githyankis - went in without a plan to demonstrate the sufficiency of party raw power.
Level 11 Party
  • Bhaalist Battlemaster gets their Improved Extra Attack, now making 3 attacks a turn by default.
  • Dashing Tiger gets their final Feat.
  • Inferno Tempest gets level 3 Sorcerer spells.
Level 11 Fights
Recommended fights at level 11.
  • Everything before the very end game trip to the Morphic Pool.
    • Steel Watch Foundry - Wis saving throw is important here, so swap in Fey Semblance Amulet[bg3.wiki] and Amulet of the Harpers[bg3.wiki]. Calm Emotion[bg3.wiki] will help if needed.
    • Steel Watcher Titan - no issue with this party when you have Hold Monster[bg3.wiki].
    • Gortash should be no issue power-wise, but successfully landing Hold Person or Paralyze from Surgeon's Subjugation Amulet[bg3.wiki] can trivialize him.
    • Raphael - the way the party's default initiatives are ordered, you can't hit him with your hard-hitters while Hold-Monstered. Take off the Gloves of Dexterity[bg3.wiki] from the Spore Swords Wizard (make them go last), and you can.
    • Ansur is basically uncontrollable, so the Spore Swords Wizard should be using Haste Spore. If you need to, Glyph of Warding Sleep[bg3.wiki] can skip his turn. He's extremely dangerous if he gets to blast. If he doesn't get to blast there's no issue.

Demo of some fights done at level 11. (online 2024-07-13)
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
  • 0:00 - Ansur
  • 3:18 - Steel Watch Foundry Lab
  • 15:43 - Steel Watcher Titan
  • 23:50 - Gortash
  • 29:49 - Raphael
Level 12 Party
  • Spore Swords Wizard gets their final feat, increasing spell DC.
  • Bhaalist Battlemaster gets their final feat and can now freely use Crossbows in point-blank range.
  • Dashing Tiger now triples their dice on critical hits.
  • Inferno Tempest finally gets damage boost to Scorching Rays and fire spells.
Level 12 Fights
Recommended fights at level 12
  • Everything, including
    • The path to the Netherbrain
      • Upper City Courtyard - you don't need a plan here, nor ally, and not even spells, if you've been building the party according to the guide, as we'll show in the demo. All we did was walk around hitting things as we see them.
      • High Hall - Dashing Tiger is the fastest runner. Send them up. Only one person needs to go though. The rest can hang at the bottom with no consequence.
    • The Netherbrain itself - let all hell breaks loose. I'm no expert on this fight having done it only a few times. You might even be much more effective at controling this party than me now, having used it through the run.

Demo of some fights done at level 12. (online 2024-07-16)
Demo is played without consumable and illithid power.
We decided to do the demo without calling ally too.
You can incorporate them to make the fights even easier. Demo is honour mode.
  • 0:00 - Upper City Courtyard
  • 23:12 - High Hall
  • 31:27 - Netherbrain
Credits
  • Larian Studios for creating this masterpiece of a game.
  • bg3 wiki[bg3.wiki] for most of the latest information on game mechanics and data.
  • fextralife[baldursgate3.wiki.fextralife.com] for most of the information in the early months of the game, where bg3.wiki was still incomplete.
2 Comments
paulxiep  [author] 13 Jun @ 8:27pm 
@Kadh2000 Apologies, the videos are set to turn one public per day. The current latest (level 8 against Myrkul) will turn public on Monday 2024-06-17.
Kadh2000 13 Jun @ 1:22pm 
This video is private, so I can't watch. Fascinating guide. I think most people will find it too long to read.