The first secret in Act 2 is Us - a potential companion you can find on the Nautiloid in Act 1 if you safely remove it from Myrnath. However, after the Nautiloid crashes, Us is nowhere to be found... until Act 2.
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Timestamps
00:00 Us the Pet
01:04 Shadow Wraith Pet
01:46 Mystra's Benevolence
02:14 The Absolute
02:52 The Blood of Lathander
04:05 Filigreed Feywild Bell
05:05 Githzerai Mind Barrier
05:45 Signed Trade Visa
07:09 Quothe the Raven Pet
07:47 Potion of Everlasting Vigor
08:19 Extra Illithid Powers
If you freed Us in Act 1, then you’ll find inside the Mind Flayer colony’s Morgue, within a cage along the wall, your old companion, Us, who can become your permanent companion if you free him. You’ll encounter a humanoid named Chop that you’ll either need to convince him to release Us, or slay him for the key to the cage. Once you free Us, You’ll receive an item called Summon Us, which is described as a sticky, graying mass exuding a slightly sweet putrid odor. You can summon Us once every short rest, and Us has 65 hp at level 4 and can claw your enemies. But what’s probably one of the coolest things about Us is that it will magically change its form to a Cat when entering town to avoid causing a panic. What a good brain kitty.
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Shadow Wraith Pet
Coming in at Number 2 is the Shadow Wraith Pet. In Act 2 within Balthazar’s hidden room, there lies a necromantic sigil inscribed on his work bench. If you interact with this sigil as Gale, you can use the materials remaining on the bench to create a Shadow Lantern. One dead pixie and a broken moon lantern later and Gale has a new lantern which can be used to Conjure a formidable Shadow Lantern Wraith. This Wrath has 24 health and can use Strength Drain, causing 3d8 Necrotic damage and possibly leach its target’s Strength by 3. It can also use Necrotic Claws which deal 7-17 damage. This level 6 Necromancy spell requires a medium or small corpse and can be used once per long rest. Not bad at all.
Mystra’s Benevolence
Number 3 is Mystra’s Benevolence, the alternative choice - instead of having Gale craft the Shadow Lantern to summon a Wraith pet, you can instead choose to destroy the necromantic glyph. If destroyed, Gale will gain Mystra’s Benevolence, a Permanent Buff granting Advantage on Concentration checks. This can be incredibly powerful, since spells requiring concentration can shift the balance in a fight and make all the difference for your party by maintaining them.
The Absolute
And Number 4 is The Absolute. You can actually find the Absolute within Moonrise Towers by following the hints left within its halls. There is an ogre named Mig who claims to hear “meat sounds” coming from the walls and above the barracks. While the guards disregard her, if you do not, you can find something amazing. By returning to the main entry hall and climbing the ladder immediately on the left near the goblins, you will eventually find a crack in the wall. If you dare to put your arm inside, you get to have a chat with what appears to be The Absolute, and learn some very interesting things.
The Blood of Lathander
Number 5 is the legendary mace known as The Blood of Lathander. This incredible mace will literally save your life when you reach 0 hit points, healing you for 2d12, and healing your party for 1d6 upon your would-be death. It also allows you to cast the incredibly powerful Sunbeam evocation, which deals a massive 6d8 Radiant damage, searing and blinding all creatures in its path for 10 turns. And, believe it or not you can recast sunbeam to move it without expending a spell slot. This movement of the sunbeam doesn’t break sanctuary either, so it’s incredibly powerful on a Cleric. If that wasn’t enough, it also sheds Lathander’s Light, blinding Fiends and Undead within 6 meters.
To acquire this legendary mace, you must travel to the Rosymorn Monastery and complete a number of puzzles involving gathering and placing weapons on altars, and later delving into the depths of the Githyanki Creche to find where the mace is protected by even more traps. You almost feel like Indiana Jones down there, but this is definitely not going in a museum. Unless you call your backpack your museum. If you succeed in overcoming these trials, this powerful legendary Mace can be yours.
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