Baldur's Gate III Announced - ...and it's coming to Google Stadia and PC

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Act III and Act II should have been reversed somehow. There was a kind of finality to Act II when you're delving deep into Moonrise and you fight with Myrkul. After that, heading into the actual city feels weird because you feel both compelled to explore the city but at the same time the game is constantly reminding you that the Absolute is about to wreck everything to shit.
I was wrapping up my quests in the city for the finale and getting the best armor I can buy, and people started turning into mindflayers in the streets. I feel like I'm running out of time before a game over.
fight against Gortash in particular is a massive step down, it’s like they didn’t know what to do with him. (Wasn’t his fight even lamer at first, and they only recently patched it to give him those weird Hulk powers or whatever?) Which is a shame considering you’re technically supposed to face him last, and I found him the most enjoyable of the three. I’m also disappointed - and a little surprised - that there’s no ending where you can actually rule the city with him
I heard he doesn't betray you at the end so long as you dont give him everything he wants as he asks for it. Something about "why would I need you when you have already given me what I need to rule without you?" and power move stuff. You wanna be his equal, demand it.

Or so I've heard, I'm only on my second playthrough and kinda glad I skipped the Underdark in my first playthrough, this place sucks ass but I beat the goblins too quickly, forgetting they advance all quests in the region when theyre dead.
 
So, question, will going to the Creche end act 1 and prevent me from going to the towers? I pretty much finished with everything on act 1 and only have the "Better finish all your sidequest material" areas.

The Creche is safe to go to. The only thing that ends Act 1 and its sidequests is going into the Shadowlands itself.

Actually you can fast travel back to the Act 1 areas while in Act 2 to pick up some things you missed. The drawbacks are that the companions you can get in Act 2 must stay behind, and not all Act 1 events can be triggered so late in the game.

Edit: There is no backtracking to previous areas once you enter Act 3, which is going to the actal city of Baldur's Gate.

Also going to the Creche specifically triggers some major time sensitive events to progress in Act 1, so there is that to be wary of.
 
It really pisses me off that 5 companions are elves and there are no short raced companions, fucking bullshit.
angrydwarf.png
 
It's such a weird ass design choice since it looks like an early game mission but that foreboding text is alarming. I'm already at level 6 and I understood it goes up to 12.
It really is. Neurotic was right though. Going to the Creche too early results in the Grove resolving itself entirely I believe. That clashes with the urgency of removing the tadpole ASAP, which companions like to remind you about.
 
It really is. Neurotic was right though. Going to the Creche too early results in the Grove resolving itself entirely I believe. That clashes with the urgency of removing the tadpole ASAP, which companions like to remind you about.
I would've just removed the warning after the resolution, which is the best of both worlds
 
I heard he doesn't betray you at the end so long as you dont give him everything he wants as he asks for it. Something about "why would I need you when you have already given me what I need to rule without you?" and power move stuff. You wanna be his equal, demand it.

Or so I've heard, I'm only on my second playthrough and kinda glad I skipped the Underdark in my first playthrough, this place sucks ass but I beat the goblins too quickly, forgetting they advance all quests in the region when theyre dead.
I haven’t heard anything about Gortash betraying you, just the other way around. If you use Detect Thoughts on him during your first meeting it reveals that his words are genuine.
And if you do go through with his offer, he accompanies you to the brain but gets killed by it. Huge waste IMO, having him as an ally in the final fight would’ve been neat.
 
Just left the Shadowfell and noticed something new just now:

If you convince Shart to spare the Nightsong, after you leave the Shadowfell, she now tells you that Shar briefly punished her through painful torture.

(Nitpick: I hate how casual the dialogue is here. I feel like Shart ought to be a crying mess over this, but whatever)

The narrator also says something that explains why she still has her powers despite abandoning Shar.

What's implied is that during or after her torture, Shart must've cried out to Selune for deliverance. She doesn't tell you, naturally, because she is ashamed of admitting she is indebted to the goddess she had continually insulted up until that point.

Only other change I've noticed is, after this, every opportunity I took in trying to redeem Ketheric Thorm ended in approval increase from Shart. She obviously appreciates that you're actively looking to redeem former Shar worshippers.



That dwarf has six fingers on each hand.
 
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Perhaps a slightly off topic question, but I am seeking input about a character build. Input for RP reasons.

Not my first playtheough, currently a little into Act 2. Character is a human Sorcerer who I decided would be great to multiclass into Warlock. The only thing stopping me is that my RP oriented brain cannot come up with an explanation as to how a Warlock pact could even fit in story wise.

The character I'm playing has a major inferiority complex, exactly someone who would overcompensate by making a pact with an entity. Since it will be just a small dip into Warlock, the entity in question could probably considered one of little importantance or strength themselves. The issue more comes with, how in the hell would this happen in the context of the full story at hand? There is so much other stuff happening in Act 2 that I can't pinpoint where or how or who this would involve. Like, who has the time for a pact? What kind of creature out there would even be capable? Warlock lore is not my forte.
 
Perhaps a slightly off topic question, but I am seeking input about a character build. Input for RP reasons.

Not my first playtheough, currently a little into Act 2. Character is a human Sorcerer who I decided would be great to multiclass into Warlock. The only thing stopping me is that my RP oriented brain cannot come up with an explanation as to how a Warlock pact could even fit in story wise.

The character I'm playing has a major inferiority complex, exactly someone who would overcompensate by making a pact with an entity. Since it will be just a small dip into Warlock, the entity in question could probably considered one of little importantance or strength themselves. The issue more comes with, how in the hell would this happen in the context of the full story at hand? There is so much other stuff happening in Act 2 that I can't pinpoint where or how or who this would involve. Like, who has the time for a pact? What kind of creature out there would even be capable? Warlock lore is not my forte.
Might be dipping into tabletop lore here, but warlock pacts can be formed with virtually any deity or deity-like being that has sufficient power. (See; Wyll getting his powers from a devil). It's entirely possible that you can be pacted to say, a fey, Cthulhu himself, or even the Raven Queen (Queen Bitch of Shadowfell) herself since you're in Act 2. The only common thread is that the other being must be sufficient powerful and inclined to give you power for their own reasons.
 
Perhaps a slightly off topic question, but I am seeking input about a character build. Input for RP reasons.

Not my first playtheough, currently a little into Act 2. Character is a human Sorcerer who I decided would be great to multiclass into Warlock. The only thing stopping me is that my RP oriented brain cannot come up with an explanation as to how a Warlock pact could even fit in story wise.

The character I'm playing has a major inferiority complex, exactly someone who would overcompensate by making a pact with an entity. Since it will be just a small dip into Warlock, the entity in question could probably considered one of little importantance or strength themselves. The issue more comes with, how in the hell would this happen in the context of the full story at hand? There is so much other stuff happening in Act 2 that I can't pinpoint where or how or who this would involve. Like, who has the time for a pact? What kind of creature out there would even be capable? Warlock lore is not my forte.

I know Archfey has some RP stuff:


Not sure about Fiend or Old One Warlocks, though.
 
Perhaps a slightly off topic question, but I am seeking input about a character build. Input for RP reasons.

Not my first playtheough, currently a little into Act 2. Character is a human Sorcerer who I decided would be great to multiclass into Warlock. The only thing stopping me is that my RP oriented brain cannot come up with an explanation as to how a Warlock pact could even fit in story wise.
Infernal: you've interacted with Mizora and Raphael at this point.
Fey: You've interacted with the hag and possibly broken the pixie out of the lantern in act 2.
Great Old One: You have a fucking tadpole in your brain.
 
Infernal: you've interacted with Mizora and Raphael at this point.
Fey: You've interacted with the hag and possibly broken the pixie out of the lantern in act 2.
Great Old One: You have a fucking tadpole in your brain.

Did a little digging and looks like GOO Warlocks do, in fact, get some flavors:

1704464381724.png


Only other one I've heard of is some interaction with the Zai'thisk (the tadpole removal device at the creche).
 
Just left the Shadowfell and noticed something new just now:

If you convince Shart to spare the Nightsong, after you leave the Shadowfell, she now tells you that Shar briefly punished her through painful torture.

(Nitpick: I hate how casual the dialogue is here. I feel like Shart ought to be a crying mess over this, but whatever)

The narrator also says something that explains why she still has her powers despite abandoning Shar.

What's implied is that during or after her torture, Shart must've cried out to Selune for deliverance. She doesn't tell you, naturally, because she is ashamed of admitting she is indebted to the goddess she had continually insulted up until that point.

Only other change I've noticed is, after this, every opportunity I took in trying to redeem Ketheric Thorm ended in approval increase from Shart. She obviously appreciates that you're actively looking to redeem former Shar worshippers.




That dwarf has six fingers on each hand.
The extra finger is good for mining and giving Elves the super finger.
 
Just confirmed, she's not at Moonrise. So, despite knocking her out, the game thinks she's dead. It's fine, I guess. I can't reload a previous save since it's Honor Mode, but I guess it's good to know for future playthroughs. My headcanon is that she woke up with amnesia and is walking around in her underwear trying to figure out what happened.

View attachment 5607059
It's a shame that there are no mods to revive NPCs
 
It's a shame that there are no mods to revive NPCs
There might be, but I suspect those would interfere with the Honor Mode.

Speaking of Honor Mode, I've since successfully beaten the Avatar of Myrkul and am now wandering the Lower City collecting all the best end-gamr goodies and gear.

The main gimmick for the Myrkul fight is the Avatar has a reaction where it shoots a Necrotic laser at whomever attacks, also applying a Fear effect.

I brought Wyll to the fight here, had him Misty Step on a nearby ledge, hex the Avatar and just shoot EBs all day. Fiend Warlocks can get resistance to any source of damage which allowed Wyll to tank the Avatar's Necrotic laser. I don't think Wyll was ever hit for more than like 6 damage each time.

Honestly the most difficult part of the fight was the Ketheric phase and I'm just fortunate Ser Aylin was present and couldn't perma die. The mindflayer wasn't even an issue as I had Lae'zel leap onto the platform and summarily blow him up.

I should also mention I don't think Ketheric will ever leave the central platform so the smartest course of action would be to just shoot him from afar.
 
Just confirmed, she's not at Moonrise. So, despite knocking her out, the game thinks she's dead. It's fine, I guess. I can't reload a previous save since it's Honor Mode, but I guess it's good to know for future playthroughs. My headcanon is that she woke up with amnesia and is walking around in her underwear trying to figure out what happened.

View attachment 5607059
I knocked Minty out and killed Glut then decided I wanted to finish up some lose ends before Raglin and making the whole camp hostile. When I eventually came back and killed Raglin, Halsin didn't have a dialogue option for all the goblin leaders were dead when I went to go check minty was stood there in the nude like nothing had happened.
 
I knocked Minty out and killed Glut then decided I wanted to finish up some lose ends before Raglin and making the whole camp hostile. When I eventually came back and killed Raglin, Halsin didn't have a dialogue option for all the goblin leaders were dead when I went to go check minty was stood there in the nude like nothing had happened.

Speaking of Minty, it struck me as odd that she was wearing leather armor despite being a Paladin. Her AC is pretty abysmal. Instead of giving her Heavy Armor, I decided to build around her initial item set.

I respecced her but only to change her ability score values. I reduced her Strength score to 10 and maxxed her Dex. She was still a Vengeance Paladin, but equipped with Phelar Aluve and later Dancing Breeze. Both of these are Finesse weapons that scale Dex instead of Strength. Phelan Aluve was a funny addition too since it's an Ellestraee blade being used by a Lolth-sworn.

Throughout the game I just equipped her with Light or Medium Armor (only if the Medium had zero Dex restrictions).
 
Did a little digging and looks like GOO Warlocks do, in fact, get some flavors:

View attachment 5613534

Only other one I've heard of is some interaction with the Zai'thisk (the tadpole removal device at the creche).
Holy crap, did they fix the fit of the helmets for dragonborns? Also it is real nice to see them give a little love to the GOO.
 
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