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The Best Ranged Weapons In Baldur's Gate 3, Ranked

AnnOLeary1646253034 2025.11.08 09:02 조회 수 : 0

They also gain access to the additional Spell options "Burning Hands" and "Command (Halt)" at level 1, which are unavailable to other Warlocks. This allows them to start fires and freeze foes in their tracks. At level three, they gain access to "Scorching Ray" and "Blindness," too, providing them with further offensive and debuffing capabilities. At level five, they gain "Fireball" and "Stinking Cloud" spells, allowing them to create a debilitating cloud of gas and use one of D&D's most famous damaging spells.


When players defeat Enver Gortash in Wyrm’s Rock Fortress, they’re able to loot Fabricated Arbalest from his corpse. At first glance, this Very Rare Heavy Crossbow has the typical arsenal of Special Actions from its weapon type, particularly Piercing Shot and Brace. However, its Rarity is earned through its Dazzling Ray and Illuminating Shot Acti

The Circle of The Land is a spellcasting-focused subclass that has access to a wide variety of damage types, allowing players to work around resistances with multiple elements, or focus on a single element and push it to its limits. Players could take advantage of this by grabbing some of the element-themed magic items that can be found throughout the game, many of which can be found as early as Act 1.

Their other leveling choices make them both a controlling force in melee combat and a powerful support from a distance, though most of one's time should be spent on maximizing damage output while in Wild Shape.

There are three subclasses Druid players can try out in Baldur's Gate 3 : Circle of the Land, Circle of the Moon, and the Circle of Spores. While Circle of the Land focuses on spellcasting and Circle of Spores is a multi-faceted support and damage role, Circle of the Moon improves on the Druid's ability to use Wild Shape.

Level six Druids of the Circle of Spores get "Fungal Infestation," which lets them create a zombie as a reaction. Level seven has them gain "Blight" and "Confusion" as additional spells, allowing them to deal high necrotic damage and confuse groups of foes. Level nine adds the spells "Cloudkill" and "Contagion," allowing them to conjure deadly poison clouds and inflict a variety of diseases on their foes.

The Shapeshifter Hat, Armor of Moonbasking, and Mutiliated Carapace can be found during Act 3, all of which are designed to benefit a character while in Wildshape (or, in the case of the Mutilated Carapace, when disguised in any way.) The Armor of Moonbasking grants 22 temporary HP while in Wildshape, reduces damage taken by 1 while those temporary HP remain, grants a +2 bonus to AC, and grants advantage to saving throws against spells. All of these effects remain while in Wildshape. The Shapeshifter Hat increases the number of Wildshape charges by 1, while the Mutilated Carapace grants +1 to attack and damage rolls while shapeshifting or disguised.

Since the Spore Druid can perform quite a bit of necromancy already, it's well worth tracking down the book "Necromancy of Thay" during Act 1 to unlock its secrets. Finishing the book will take until Act 3, but results in a ton of extra undead minions in combat.

Gloom Stalkers are ambush specialists and gain abilities as they level up to aid in exactly that. At level three, they get the abilities "Dread Ambusher," "Dread Ambusher: Hide," "Umbral Shroud," and "Superior Darkvision." The first of these allows them a +3 bonus to initiative rolls while also letting them move 3m further and deal an extra 1d8 damage on the first turn of combat.

This chart displays everything you can expect to get at each Level-Up as a Druid in your Baldur's Gate 3 journey. The only level when you do not get anything Druid-related specifically is from Level 10 to Level 11.

Many builds in Baldur's Gate 3 are based on a single subclass or mechanic of a hidden class interactions, and in the Druid's case, this is the Circle of the Moon subclass and its enhancements to the class' intrinsic Wild Shape ability.

Putting all of that together, players will be gaining Lightning Charges constantly from casting spells and standing in electrified water, which won't hurt them because of the Sparkswall Ring. Those lightning charges will boost the character's AC by 1, add lightning damage to all their attacks (including spell attacks), and deal even more lightning damage when they max out by spending the whole stack. The Lifebringer adds temporary HP as long as the character has lightning charges, while the Real Sparky Sparkswall allows them to burn three charges to create a lightning aura that jolts nearby foes. Finally, the Blast Pendant uses up all available lightning charges to empower the next spell or cantrip used, adding extra lightning damage to it.

The Outlander background doesn't give proficiency in Perception or Insight, so feel free to pick up these two skills with this background combination too. As a Druid, picking up Nature or Religion can be good for RP purposes, though there aren't quite as many uses for these skills in the game.

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