PC #41 · PS5 #43 · Series X|S #74 · 2023 · M

Baldur's Gate 3

A party RPG about companions infected by a mind flayer and the choices that follow.

Larian Studios · 80–120 hrs

Difficulty

A D&D 5e campaign where short-rest warlocks, surprise rounds, and a single Speak with Dead corpse change entire acts. Don't hoard the good scrolls for a boss you will then forget to use them on.

Tips

  • Start here

    Long rest is story, not a waste

    Camp scenes are a lot of Act 1. A warlock wants a short rest every fight; a wizard wants the long rest after two. Food is plentiful; don't skip camp because the camp supplies number looked small.

  • Start here

    Shove, jump, and high ground

    Shove is a bonus action with the right build and a full action without it; either way, the Goblin Camp rafters will demonstrate why. Jump is a bonus action with Step of the Wind or a strength character. Always take the high ground.

  • Advanced

    Surprise is a free round

    A stealthed character starting combat can surprise the room. Darkness plus Devil's Sight, Sanctuary on the face character, and Hunger of Hadar on a choke are the Act 2 kit. Don't spread every spell slot on a first round of cantrips.

  • Advanced

    Respec at Withers

    Withers respecs for 100 gold. A 2-level dip (Fighter for Action Surge, Warlock for Agonizing Blast, Cleric for Spirit Guardians) is a build, not a roleplay failure. Hirelings exist if you need a dedicated cleric and don't like Shadowheart's domain.

  • Secrets

    The Underdark is a whole Act 1

    The Underdark and the Mountain Pass are two different Act 1 exits; you can do a lot of both. Speak with Dead and Speak with Animals are not jokes. The Zhent hideout, the Arcane Tower, and Auntie Ethel's extra deals are the loot.

  • Secrets

    Don't miss the grog and the iron flask

    The iron flask in the chest by the gnolls is a later fight you can throw. Paladin oathbreaks are real and silent until the cutscene. The githyanki crèche is a creche, an Inquisitor, and a chance to lose a companion if you sleepwalk the dialogue.

  • Bosses

    Myrkul is an action-economy fight

    Kill the necromites, stay off the mind-flayer's stun, and don't stand in the void from the Apostle. Inquisitor W'wargaz and Orin are legendary-action style fights; save the big smite for the turn they already used a reaction.

  • Builds

    Tavern Brawler, Gloom Stalker, Fire Acuity

    Tavern Brawler on a throwing barbarian or an open-hand monk is a broken-in-a-fun-way Act 1, and Gloom Stalker 5 / Assassin 3 / Champion 4 is the surprise round. Fire Acuity hats plus Scorching Ray is the caster clear — pick one, don't dip all three.

Walkthrough

Walkthroughs that already exist

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Text guides

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On the web

Tips and tricks guides

Written tips and video tips are listed separately. Rated ones stay, up to six of each unless more than six have been rated.

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Summoned prints

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