[BG3] The Necronomicon Chapter 3: The Necromancer Wizard [No Spoilers]

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greetings Mortals it is high remortes coming at you with another guide to botters gate 3. this time a continuation of the Necronomicon chapter 3. supporting your Undead Army as a necromancer wizard where we will go over tips tricks and spells to Aid your minions and yourself through your adventures let's get right into it shall we as a necromancer we have a few key features that we should go over starting with grim Harvest which will let us regain hit points anytime we unalive a creature with our spells equal to the Spells level or times three if that spell is a necromancy spell a pretty neat way to keep ourselves healthy throughout the game I wouldn't rely entirely on its healing but it's still nice to have another source then we move on to our most prominent feature at level six we'll gain Undead thralls which simply Buffs our Undead Minions that we create to deal extra damage equal to our proficiency and have extra hit points equal to our wizard level this can be all the difference of having your minion survive in extra attack than normal and at level 10 we get a nerd to Undead which grants us resistance to necrotic damage and our Max HP can be reduced it's an okay feature but honestly it comes far too late for it to be relevant in bottles gate 3. it would have been pretty solid in Act 2 though as a wizard we have limited spell slots that primarily must be restored due to Long rests so we must use our spells and resources wisely that being said there are a few ways we can regain a few spell slots in between rests as well as other means to preserve those slots such as Arcane restoration which will let us restore up to a certain amount of spell slots based on our level to a maximum of level five we can combine these two restore our level 1 in a level 2 slot for example let's go over which spells we should consider in addition to our Necromancer spells beginning with can't trips these spells can be cast as much as you want in between rests without expending your resources and there are some very solid choices here to Aid us in a variety of situations aside from just raw damage like with Firebolt bone chill is obviously a solid can trip and a necromancing spell that does respectful damage and also prevents the target from healing and can impose disadvantage on Undead targets even if they're immune to necrotic damage shocking grasp is a great cantrip to allow you to escape out of melee by preventing your target from taking reactions meaning you can move safely away and if they're wearing metal armor or are metal armor you can get advantage on this attack and for non-combat can trips friends can be a solid choice to help you pass Charisma checks which is pretty important for a main character but just be careful because when the spell wears off they'll realize a spell has been cast on them and they'll try to look for you and they don't take too kindly to that so keep your distance after you cast the spell and minor illusion can be utilized to distract NPCs so you can sneak by or maybe dabble in some sleight of hand the steel things and as for level 1 spells we have quite a few to choose from magic missiles is a very reliable damaging spell that never misses unless the opponent uses this Shield spell and there's not very many opponents in the game that actually use it it can be perfect to help finish off targets inflicted with crawling gnaw to create more zombies and you can deal some considerable damage with it as well by using certain items showcased in my magic Missile video which can deal upwards of 80 damage as early as Act 1. and even more the further ax you go Shield is a great defensive spell to help your survivability and will only be castable if it will result in an attack missing a very good spell to have thunder wave is one of my favorite spells in Baldur's Gate 3 dealing solid AOE damage but can also knock opponents away from you and more importantly off of ledges and there are plenty of ritual utility spells such as featherfall to reduce falling speed long Strider to increase movement speed and enhance leap to increase your jump distance long Strider can be upcasted to Target more units but this will expand a spell slot but they'll buff lasts until you take a short rest so it's still pretty nice to have on your Undead so they can get even closer even faster the grease spell can be a useful crowd control spell by making your opponents fall over and potentially wasting their turn but be warned as your Undead are very clumsy and are likely to fall over with it too and color spray and sleep are built decent crowd control spells in the early game but they fall off pretty hard as you go up against increasingly stronger enemies but a great advantage that Wizards have is that they can learn spells by ascribing Scrolls meaning they can read a spell and so the meaning they can read a spell and describe it into their Spellbook so we can potentially acquire every spell available to wizards so don't feel too bad about picking spells that are only good for a small portion of the game since you can always learn other spells and swap them out level 2 spells grant us a few decent options when it comes to supporting your Undead Army but more so for helping our wizard help the army with spells like Missy step and invisibility which can be used to safely Traverse the battlefield but have great out of combat applications as well to get around danger or terrain or just to skip puzzles entirely there's also a couple of defensive options in Mirror Image and blur with some decent AOE options and shatter and cloud of daggers should you need a little extra AOE damage both of which won't ruin corpses and don't forget about web which is a great way to restrain your enemies and can also create a nice landing pad to jump on from higher Heights but your Undead will often get caught in it so be careful where you place it on to level 3 spells where things start to get interesting one of my favorite spells to assist are Undead with is thinking cloud it's a massive AOE that could potentially crowd control your enemies by making them skip their turn from being nauseous and it does not infect any of our Undead since it is a poison-based attack so this is a pretty sweet ability to use to keep your opponents locked down they can move out of it but they'll end up skipping their turn and then your minions can go in there and clean things up Glyph of warding is another great spell to use that is incredibly versatile it can do all types of Elemental damage but there's also a few other spells in there too such as the knockbacks and sleeping abilities and there's plenty of AOE damage spells with level 3 spells such as a classic Fireball and lightning bolt and of course be careful not to blast your own Undead and also be careful that these two spells will likely damage corpses preventing them from being raised into more Undead haste is a very good third level spell but you'd only be able to cast it on yourself meanwhile slow is a solid option to weaken up to six targets I'd argue this be a better pick to support your minions than haste but it's your call of course and of course you'd probably want to grab counter spell to protect you your minions and your party from a variety of spell threats fourth level spells nothing here screams as a must-have the mentioned door and greater invisibility are some solid spells to move around the battlefield in and out of combat but dimension door lets you bring a friend as well of fire is a great damaging concentration spell but obviously will hurt your Undead minion so be careful where you place it especially when you have someone dead that are controlled by the AI ice storm is also a solid AOE spell but causes the ground to become icy which you're Undead will undoubtedly slip on Witcher Undead will undoubtedly slip and slide all over the place with and then we have conjure minor Elemental which can be a solid spell to supplement your army providing Elemental support with a little bit of variety typically you'd use the azer or the mud methods to spread mud and in turn disadvantage to everything so again choose what you'd like for level 4 spells nothing here will make or break your necromantic capabilities and of course you'll probably end up being using the fourth level spell slot to upcast your anime dead spell to have up to four minions spell and level five spells is when things start to get interesting again we get access to Cloud kill which is perhaps one of the strongest concentration spells available to us while also providing pseudo crowd control in the way of causing everything inside to be heavily obscured and dealing with poison damage with each turn which your minions again aren't affected by this time we get proper Contra Elemental which is yet another versatile spell to help supplement our army with a much stronger Elemental and they have a variety of abilities to choose from so you might want to play around with them and see what each one can provide you we also get access to telekinesis which is a pretty sweet spell but I feel it comes a little too late in the game but it's still great to use there's a lot of fun applications you can use with it especially if you're familiar with telekinesis and Divinity original ascent there are also a few special level 5 spells that you can acquire from raiding source for Sundries pretty neat spells that do some solid damage but you can live without them and keep in mind anime dead when cast as a fifth level spell will let you summon cool [Music] and on to level 6 spells while these spells can be powerful I don't think they're absolutely necessary you could use your six level spell slap to upcast another spell or use the spells here we'll get access to create Undead to summon a mummy and Circle of Death as mentioned in chapter one both spells are pretty decent and chaitlin and chain lightning can be a really solid damaging spell here too although in my opinion most of these level 6 spells aren't incredibly useful as I feel they are much better when they are upcasted Beyond level 6. and sadly in battle j3 we cannot do that now on to useful items that can make our lives as necromancers spell casters for that matter a lot more easier beginning with one of the most powerful swords in the game Valar eluve as mentioned in the magic Missile guide this can yield some incredible damage stacking potential but for the purposes of necromancy we're actually interested in the seeing ability of the blade which will increase the hit chance of all allies nearby for 1d4 just like the bless spell which can stack with it even the radius is rather small so this may be better suited to one of your meat heads in the party you know the melee Folk there's also a circlet in the game that will grant resistances to minions in a similar radius which again is probably better suited for one of your meat head companions as they'll be up front much closer than your wizard ideally there's also gloves that can grant all resistances to your minions except psychic but it comes with the cost of them going berserk and attacking you and your allies so I don't think it's really worth the risk and then onto items that will restore or preserve your limited spell slots pearl of power which can be found in Act 1. which is purchased from the hobgoblin's friend in the mica knit camp which will let us restore a spell slot up to third level this is a pretty awesome amulet to have throughout the game that you can swap in restore your spell slot and swap to another personally I tend to use first and third level spells the most so it's nice to get a little extra mileage out of some of these spells the spell Crux amulet is possibly the most important item you can acquire as any spellcaster it will restore any spell slot including level 6 which is worn by the warden in the moonrise Towers prison end her and this shall be yours any item that can let you cast a spell is worth holding on to and then swap to another after you exhaust the spell staffs such as Arcane blessing which will grant bless is fantastic to help your party or your minions staff of Crohn's or milf's first staff can provide you offensive spells for example and then swap to another staff or item to use its spell and move on then there are a few other steps such as the spell sparkler that can allow you to deal some crazy damage in combination with with other damage writing items which again you can find in the magic Missile video and eventually When You Reach act 3 there's a couple Necromancer stabs you'll be able to get your hands on you can find the hollow staff if you knock out or unalive the circus ring Master which you could knock out without any punishment during a certain clown attack they also possess the spell mic gloves which are also incredible for any caster so keep an eye out for this person then there's also a really nice staff from a mummy in borders gate proper you should also keep an eye out for items that will enhance your spell DC which in turn will make your spells more likely to hit [Music] and on to the fun or unique items that will further your necromantic capabilities such as bitter divorce which is a strange wand found in the hag's lair which will let you continuously summon a zombie named Conor throughout the game without needing a corpse but he also doesn't spread his disease like other zombies will and he only laughs for 10 turns though but can be recast again out of combat with no resources it seems a bit clunky to try to cast some in combat though so just be sure to have him around before you engage a fight and then there's an interesting interaction with Gail in the moonrise Towers in balthazar's room which will let Gail craft a moon Lantern himself but this Lantern also lets you create a shade from a corpse a neat minion to have to add to your Undead roster so depending on what stage of the game you're in you'll be working in tandem with your party and your minions to help secure kills or to ensure targets with crawling knob perish first to yield even more zombies and this can again create some crazy snowballs be sure to utilize spell granting items and Scrolls to preserve your own spell slots and don't forget you can cast can Trips Again without using your resources and depending on your race you may have access to other armors and shields to increase your own survivability that being said I imagine many folks will utilize Gale to be the party's necromancer and he does a solid job at it not to mention his interest in the book of of they and his interaction with the lantern in Act 2. and being a human he'll be able to use light armor and shields not only will light armor and shields be able to increase his armor class but there are also many light armors and shields that increase initiative which can always be good so that you move first and dish out some damage or crowd control whatever you and your minions require and that concludes this chapter of the Necronomicon if you enjoyed this guide and wish to see more chapters be sure to like comment and subscribe feel free to ask any questions below in the comments and I'll be sure to answer them to the best of my ability I will be compiling the questions and answers on the Necronomicon Reddit post as well as a copy of the Necronomicon in my Discord that we don't keep watching the videos over and over with that being said I hope to see you in the next chapter where we will cover everything on the Square druid thanks for watching and I hope to see you in the next one farewell for now [Music]
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Channel: Remortis
Views: 9,001
Rating: undefined out of 5
Keywords: remortis, guide, bg3, baldur's gate 3, death knight, lock, baldurs gate 3, necromancy, bg3 necromancer, baldur's gate 3 necromancer, bg3 necromancer wizard, baldur's gate 3 best necromancer, bg3 necronomicon
Id: MSS__FUg5yk
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Length: 15min 30sec (930 seconds)
Published: Wed Sep 20 2023
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