First up is Mystra’s Blessing. Mystra’s Blessing makes you immune to Fire, Acid, Cold, Force, and Thunder damage...
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Timestamps
00:00 Mystra's Blessing
00:41 Dip
01:20 Peculiar Lamp
02:28 Hold Person
03:13 Mark of the Shifter
04:00 Relentless Revenge
05:20 Mourning Frost
06:30 Eversight Ring and True Love's Embrace
07:37 Brittle
unless the damage dealt exceeds 10 points. This condition can only be earned If you are playing as a Gale origin character and after you defeat one of the Thorm’s in Act 2, and you refuse to consume the shadow weave. Instead of gaining a permanent level 3 spell slot, you’ll get Mystra’s Blessing. This buff is unfortunately similar to Mystra’s Benevolence in that it will fade after a long rest, whereas the Level 3 Shadow Spell Slot is permanent. So choosing to consume the Shadow Weave might be the better choice unless this condition becomes permanent.
Dip
Number 2 is Dip. Dip allows you to enhance your weapon by dipping into a surface. But where this really shines is with poison. If you coat your weapon with a poison, you’ll only get it for 10 turns. But if you throw the poison on the ground and then dip your weapon into it, it will last until long rest. Not only do you get your poison for a much longer time, but other party members can then also dip their weapons into the poison granting them the same bonus until long rest, effectively increasing the value of your poison up to 4 times if every party member dips their weapon. So remember next time before you coat your weapon with poison, to throw it on the ground and dip your weapons instead.
Peculiar Lamp
Number 3 is the Peculiar Lamp. This item is found in the Basement of Sorcerer’s Sundries, also known as the Vault, hidden past an illusory door which is right behind the first treasure chest you run into on your left. When you touch the lamp, you’ll be teleported inside, and greeted by a Djinni who thanks you for rescuing him - because you’re now trapped in the lamp. Inside is a ton of scrolls, potions and other treasure, including a Scroll of Summon Quasit. If you summon the Quasit then you’re teleported out, and your poor Quasit is now trapped. This works for any summon, so if you want to use a conjured familiar to escape you can. However, what’s neat about the Peculiar Lamp is that it’s a really fast way to make 1000 gold. If you use a summon to touch the lamp initially, you’ll be greeted by the Djinni on his way out. He’ll pity you saying you must be lost after your master is now trapped in the lamp, but if you explain that you sent a summon in, he’ll applaud your ingenuity and give you 1000 gold. So not only is it a fun interaction, but also an area filled with potions, scrolls, and 1000 gold.
Hold Person
Number 4 is Hold Person. Hold person is a level 2 enchantment spell that holds a humanoid still. They can’t move, act, or react. If you enter into dialogue with a trader and then switch to another character to cast Hold Person on them, the Hold Person spell will stay at 10 turns permanently and not go down as long as you have 1 character remain in dialogue. This is perfect for having an infinite amount of time to pick pocket that merchant since they are permanently locked within hold person. Just cast fog if there are other NPCs nearby, and pickpocket everything the merchant has. As a bonus, you can even split their big stack of gold into smaller stacks within the bartering menu so that you have a higher chance to succeed when pickpocketing.
Mark of the Shifter
Number 5 is Mark of the Shifter. Mark of the Shifter grants a +1d4 bonus to all checks while shapeshifting or Disguised. This is granted from the Shapeshifter’s Boon Ring. This ring can be found on the Strange Ox. But what the ring doesn’t say is that you keep the bonus after you unequip the ring. So if you have the Mask of the Shapeshifter, which grants the wearer Shapeshift: magically change all aspects of your appearance, then you can equip both the ring and the helm, shapeshift, and then pass both items to the next character in your group. Rinse and repeat for all characters in your party and everyone will have a +1d4 bonus to all checks permanently. But, you’ll have to be okay staying in your shapeshifted form, since if you leave that, you’ll lose the Mark of the Shifter.
Relentless Revenge
Number 6 is Relentless Revenge. Relentless Revenge is granted from the Blooded Greataxe. When the wielder has 50% hit points or less, they deal an additional 1-4 slashing damage. What makes this effect spectacular is that the extra 1d4 slashing damage is added as a secondary source of damage that will cause all other + damage modifiers to activate a second time, whether that be from poison, psychic, radiant, or thunder. As you can see in this clip, there are a ton of numbers appearing when using Smite. But if that wasn’t enough, Greataxes have the ability Prepare, which sacrifices 6 meters of movement speed to deal...
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