Baldur's Gate 3 - Get a Free Extra Feat & 11 BROKEN Magic Items, Weapons & Armor - Best Gear Guide!

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a little bit of this little bit of that some bonuses from over here and now it must be a zero percent chance for me to fail why are you like this ladies gentlemen and adventurers of all ages I've been playing so much Baldur's Gate 3 recently and I know I'm far from the only one there are so many fun things to do in this game but one of my personal favorites is to gather cool and interesting items and funky places that you may never wander into if you didn't explore just every little spot of the map that exists and so today I'm going to share with you all another 10 awesome magic items that you could easily Miss in Baldur's Gate 3 where to find them and what they actually give you generally I try to keep these as light on spoilers as possible by which I mean I will go over the location of an item first then we'll talk more about how to get it afterwards and then what it is today we'll mostly be focusing on the end period of act two a little bit outside in the cemetery but mostly things in Moonrise Towers the transition period into act 3 and then things at the very start of act 3 as well so you have a general idea of what to expect today starting off then our last item of note before moonrise Towers itself then is an item located in a sarcophagus at this marker here in the cemetery outside of the house of healing the item itself is locked behind a gate with no obvious key nearby but it is a really low checked you lock picket unless you get super in lucky like me somehow once through the gate opened the sarcophagus inside to find the boots of apparent death quite simply these let you cast the feigned death spell once per short rest which is actually quite useful in a bind letting you protect a character who is in danger such as an NPC in a story moment or even protect your own party if one of you is getting battered too hard then for number two we move on into moonrise Towers itself but all you need to do in this one is to access balthazar's room on the second floor simply head up these stairs and you can either convince Rel through conversation to give you a key or you can lock pick the door up to you which way you take balthazar's room is on the northeast side on this marker in this room there is a puzzle that you can solve on your own if you want to otherwise the solution is to interact with the top right set of books on the glowing bookshelf then take the heart from the stone table in the middle of the room and stick it in the altar that is beside the bookshelf this will open up a secret room and here there is a chest and some interesting stuff too including a ritual circle on the table interact with it nothing will happen unless you have one specific companion with you so head to your camp and you want to bring out Gail like a Pokemon or just have a favorable type matchup interact with the ritual Circle again with him around and he will give you more information then you get two options one of them is to destroy the circle as mistro would want and the other is to use the circle to craft as Gail puts it a special Moon Lantern if you destroy the circle Gail gets a permanent buff of advantage on concentration checks which is actually really impressive of a buff to have especially permanently so if you actively use Gale in your party this is absolutely worth it very strong otherwise if you instead choose to tell Gail to use the circle you get the shadow Lantern which is a lot like a moon Lantern except that it has a dead pixie inside of it and has the ability to summon a shadow wraith once prolonged rest that can sap strength from enemies and do pretty appreciable damage too both of these options are very good but it depends on how you want to play and who you have in your party number three today is the blade of oppressed Souls at this point we are headed post the initial climax of moonrise Towers so spoiler warning here just to be absolutely sure as we are now inside of the Mind flayer colony south east of where you spawn into the area is a room called the necrotic laboratory in which multiple goodies can be found though not in overly obvious ways the first time you enter the room there is a fight that you have to complete and then on the Southeast side of the room itself through a couple of jumps is an interface that opens up a puzzle to wire up a brain and make it properly work it's not actually that complex which is weird because it is you know a human brain there are magic nodes on both sides of this area and your goal is to connect the ones that match without Crossing Pathways at any point for the most part if you just follow the shortest possible connection for each node you won't have any issues at all with this concept doing this opens up the back end of the room in which there is a sword impaled into the ground the blade of oppressed Souls this is a long sword with a bonus 1d4 of psychic damage weapon enchantment plus one and the proficiency skill crowning strike once for short rest this does 1d4 bludgeoning with five guaranteed psychic damage as well and rolls against an insave to apply crown of Madness on the target which would make them attack the nearest creature of them constantly while active other than the cast or the smell themselves this is an incredibly powerful effect when it goes off when it works and it is totally worth adding to your collection as a result number four is actually quite related to the last one as beside the sword that's in the ground there is a brain jar called The Waking mind as you wander around the colony you can find the number of these different brain jars with different specific names there's actually a way to well consume these so to say in the necrotic laboratory once more this time on the southern side there's actually a sort of hidden away panel that you have to jump to access and isn't even obvious that you can go to unless you really look carefully around so jump over the side here and interact with the head on the left it will tell you that it's empty beside it is a device called a mind interface quite simply you want to choose one of the brains to put in then you can talk to them through the head if you specifically choose to use the waking mind that we found in that puzzle reward chamber you will talk to a monk they will offer you a deal Purge their mind and you'll be rewarded with some of their knowledge if you do so you get a permanent buff called gith Sarai mind barrier this gives you an advantage on intelligence saving throws just forever it's a small thing sort of but is extremely neat as far as how to get it and the permanence of it all and the fact that it just will stick with you as we move on to number five then we are progressing in to act 3 of the game properly there isn't really anything hidden in the transition phase between these X all the loot is on enemies that are thrust in front of you and don't disappear at all so our next stop is going to be in the town of Rivington specifically at the Rivington General shop which is even marked on your map just left of where you spawn into the area in the first place at this shop there is of course a vendor they sell a menagerie of interesting magical items but the one that I think is the most worthy of showing off is the Elven chain armor not only does this piece of armor look genuinely incredible from a visual standpoint but it's medium armor with auto proficiency meaning even if you have no armor proficiencies on your character at all you can wear this armor without any downside for a notable AC increase which is a big deal in itself for Caster types especially who don't generally have armor proficiencies then it also is a secondary effect of plus two bonus on initiative rolls which is great an advantage on dexterity saving throws which is just a neat bonus too after that with number six we are moving just a bit West of the center of town where there is a circus going on who doesn't love a good circus and this one is extra plainal too just to make it even more interesting all the way on the western side of the circus then you'll come across a kobold yelling about how he wants to sell things to people he isn't marked on your map as a vendor but if you go up to him and chat with him eventually he will show you his shop one of the items in here is the dark displacement gloves which are actually quite neat they're pretty cheap to buy so there's not much reason not to do it either and they give you plus one to sleight of hand checks as well as a bonus Effect called subtle swap which gives you plus one to attack rolls when you're throwing things and you also get the ability to swap positions with your target if they fail a dexterity saving throw so repositioning enemies constantly which is actually a genuinely valuable ability to have then number seven still in the circus itself with locations a bit different if you walk around the circus you'll eventually come across the Northeast side of it and the main stage which has dribbles the clown performing if you get close enough it'll pull you into watching in a cutscene and dialogue will happen without spoiling much of what happens here at the end of this there is a fight that will break out and if you loot the corpse of the clown himself you can get the special Warhammer the clown Hammer 1d10 two-handed 1d8 one-handed and plus two weapon enchantment to make it even stronger than the secondary effect Grim irony when you get a critical hit with this weapon both the Target and you yourself essentially have the Hideous laughter spell cast upon them so you have to succeed a wisdom saving throw or go prone unable to act due to constant laughter really defective though especially on the right character for sure if you put it on a character with high wisdom you're essentially just going to be walking around bonking things and making them unable to move well you still are able to move after that we have number eight them which is a bit of an odd one you're looking for an NPC by the name of Luke gracious also in the circle they are essentially the ringleader you can trade with them to see that they have interesting items on them but there is one thing not shown here that you can get from either sneaking around and big pocketing them or by straight up killing them if you do want to go that route and that is the spell Mike gloves these are essentially a spellcaster version of the great weapon Master feat which gives you the ability to toggle a passive that makes spell attacks deal an additional 1d8 of damage but have -5 to the attack roll itself this can be extremely powerful in the right situations its power will be noticed much more on a character that often throws out cantrips as a solid example of things that generally do have lower damage so the 1d8 actually matters a lot more and once case we'll just add a ton of damage as long as your hit chance is decent Enough by default for number nine then we move on from the circus towards the main city itself heading north but instead of going across the Gateway into the city we are instead going to go down to the beach taking the Western path from the gate to the city downwards until you find a shipwreck and on the Northern side of the Shipwreck is a trapped and locked chest disarm the Trap lock pick the chest and inside of it you'll find the necklace of Elemental augmentation this amulet has the effect of adding damage to cantrips specifically when a cantrip deals acid cold fire lightning or thunder damage you can add your spell casting modifier to the damage that is dealt just a nice big bump here for certain cantrips like fire bolts that are used all the time then finally we have number 10. for this one you also want to be down in the beach area and we are actually just going to be following the beach all the way to its Western end point here is what we'll call a discussion happening between two groups after the discussion ends there is going to be combat and if you loot the leader of the stone Lord group you will find his weapon the corpse grinder this is a mall so giant two-handed hammer 286 bludgeoning damage weapon enchantment plus two to budgeting damage dealt even on a missed attack and the unique proficiency weapon skill Grand Slam this slams the weapon into the ground for 1v6 piercing plus six Thunder damage to all nearby enemies as well as pushing them away from you if they fail a dexterity same just a big meaty weapon high damage and a nice useful unique skill on it as well and that's it for today everyone 10 strong and rare magic items that you could easily just walk past without knowing that they're around never having any of this in your collection which of course would be a shame as depending on what type of builds you're running in your party some of these are exceptionally strong I hope you've enjoyed this Roundup of items that you can come across late in Act 2 and very early act 3 as well and I hope they improve your journey from this point forward in the game if you grab any of them like if you liked the video subscribe to the notification Bell for more and most importantly ladies and gentlemen until next time stays sweet Josh cotton and Hollow with the videos dropping the humor like a hammer on your tippy toes bringing entertainment on a daily arrangement to take our insanity and turn it into entertainment yes I said entertainment twice to reiterate that it is nice Jewel again to your faces on a mostly daily basis when you let us in your homes to make the whole world of stage is uh goodbye
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Channel: RageGamingVideos
Views: 100,181
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Keywords: necklace of elemental augmentation, spellmight gloves, mystra's benevolence, baldurs gate 3 best weapon, baldurs gate 3 best armor, best weapon, best armor, weapon, magic item, rare magic item, baldurs gate 3 combat guide, baldurs gate 3 magic items, combat guide, best class, best build, build guide, baldurs gate 3 gear, gear guide, baldur's gate 3, baldurs gate 3, gameplay, guide, best, paladin, sorcerer, subclasses, baldurs gate 3 act 3, act 3 guide, act 3, bg3, ragegamingvideos
Id: XMtatXyRHek
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Length: 10min 20sec (620 seconds)
Published: Wed Aug 23 2023
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