The ULTIMATE Spore Druid Guide for [Baldur's Gate 3] - Chapter 4 of the Necronomicon [Lite Spoilers]

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greetings Mortals it is I rores bringing you yet another guide to bers Gate 3 this time a continuation of the Necronomicon chapter 4 everything to know about the circle of spores druid we'll be going over how to play the sport Druid in act 1 2 and three we'll go over your general strategies how they might vary and also your different flexible options you have available to you we'll be going over all of their skills available to them and how to really get the best mileage out of all their features they are very versatile class they can wear medium armor and thus can be quite Tinky in their own right they can deal really solid damage with their symbiotic entity damage which they can stack with other damage writing abilities as well but enough of all this let's just get right into it shall we Spore Druids those who find beauty and decay in all cycles of Life Death isn't the end of life but instead a change of state that sees New Life be born from it though don't get it twisted while these Druids see nothing inherently wrong with undeath they will put an end to them should they disrupt the cycle and as such many of the Spore Druids abilities are intended to be temporary these Druids are surrounded by invisible necrotic spores which they can unleash upon their foes to deal necrotic damage they can also harness those spores to create a symbiotic entity increasing their health and allowing them to deal extra necrotic damage with each of their attacks while this entity is active their Halo spores ability will also be able to strike twice on the same Target and moreover they can also infest corpses to create fungal zombies that have low hit points but function identically to the normal zombies you can summon and we'll go over that in a bit later and eventually at level 10 they can hurl their spores into a noxious Cloud which will deal their Halo of spores damage anytime a creature begins or turning it similarly to hunger of Hadar from warlocks one thing that people forget while playing a spor druid is that you're still a druid at the end of the day while your symbiotic entity does use the same feature as your wild shape forms you can the wild shape in lie of the symbiotic enti or you can use both together and do not forget that Druids have some of the most powerful concentration spells available in the game one of my favorite spells is moon beam which is a small AOE which is basically the full concentration of the Moon shooting a laser beam down that you can move at the beginning of each of your turns while it might not be the best damage in the game it's still pretty solid and the fact that you can keep moving it each turn it makes it even better that being said there are plenty of other really great concentration spells only available to Druids as well and we'll get into that in a moment Spore Druids are a very interesting class to play and can create plenty of minions to swarm your enemies they can fulfill a variety of roles in your party be it a solid support Caster with spells like fairy fire and plenty of heals to boot they can also be a decent frontliner although their melee attacks would be limited to shalele Shenanigans unless you invest in monk or another Marshall class and their symbiotic entity necrotic damage will also apply to ranged attacks such as the dual wield crossbow and their kit and spells can make them a solid range Blaster character as well with their fungal zombies and animate dead they can have up to five fungal zombies and three animate dead minions and they can summon a drad with conjure wooden being who in turn will summon a woodw and Druids can also conjure Elementals on top of that so all in all a sport Druid can summon about 12 to 14 minions eight of those being Undead and that's not even talking about the necromancy of Fae book all right before we move on to the tips for each Act let's get into the [Music] stats as for starting stats for your spor Druid there are a few options to take since we can wear medium armor as Druids something to consider that most medium armors will cap out at getting receiving a plus two bonus from your dexterity so having a 14 dexterity is pretty solid that being said there are plenty of medium armors that have an uncapped dexterity so having more dexterity is always nice to have although one of the main stats that the spor Druid desires is having a highest wisdom possible this will help your spell DCS and also increase the amount of fungal infestations you can have [Music] as I believe it's one plus whatever your wisdom modifier is the other really important stat since we have a lot of really good concentration spells and we also like to have a lot of health is obviously Constitution so it's up to you whether you decide if you want to have more dexterity wisdom or Constitution strength can be a dump stat but I usually try to advise having at least a 10 in strength because if this is your main character you're going to be carrying a lot of crap at least I know I do I'm a big loot hoarder in this game that being said a solid spread that will get you through most of the game would be eight strength 14 dexterity 16 Constitution eight intelligence and 16 or 17 wisdom and 10 Charisma if you decide to go to 17 wisdom you can pick up anti ethyl's hair to bump you up to 18 and thus after that you can pick up an ASI to bump you up to 20 that is of course if you decide not to pick up the warcaster feat which is a really incredible feat for us as I mentioned many times before in the video that Druids are very great concentration casters so you may want to invest in that if you decide you want to be a little bit more dexterity oriented bump your dexterity up to 16 and perhaps you might be using some dual wield crossbows in the early game but I should mention that the best armor in the game for Spar Druids in act 3 is a light armor piece thus it has an uncap dexterity so that's always something to consider in that aspect as well but I'll get into why that armor is so good once we get to our act three portion of the chapter so now that we kind of an idea of our stats we can go to the races but honestly the race doesn't really matter in the slightest yeah there are some perks that some races can get versus others but overall it's not going to be that much different between each other so ultimately pick what you'd like this build can work for Jara it can work for hson and and it can work for your main character if you want it's all up to you that being said I do want to point out that there are no spor Druid unique dialogues in the entire game unless I happen to miss it there is nothing for The spor Druids specifically you would think the Spore Village down in the underdark would have had something nope what a disappointment all right speaking of disappointments no I'm just kidding all right speaking of act one type things let's get into Act One how do we play the Spore Druid in act one well essentially a druid can be a bit of a jack of all trades so to speak like a hybrid character they can be on the front line if you need them to be they could be a range character they could be a spellcaster but um typically I usually like to play mine kind of like a semi frontliner I'll have them with a staff and Shield or maybe even a club there are plenty of good stabs and clubs in the early game but there's also some other items that might be interesting too for your SPID alternatively you can use dual wield crossbows and you'll be functioning just fine if you have enough dexterity especially in combination with your symbiotic entity you'll be doing extra neotic damage with each strike and one of the Spells you can unlock at level three Druid is flame blade one of my favorite spells to pick as it will just create a magical sword that will just deal fire damage per hit 3 to 18 damage is not anything to Scuf at at that level and keep in mind you can wear medium armor so you can get pretty tanky in act one especially if you decided to use the Grim Forge items for your character believe you can get up to at least 22 AC if you plan accordingly just BR is nothing to scoff out that early in the game and of course I won't stop talking about moon beam one of my favorite spells just be careful after combat as uh sometimes you might end up running into your own Beam by you're being too loot crazy so just be careful with that uh sometimes if you feel like you're not going to be using your moon beam anymore you can just go down in the bottom and unclick or click off of whatever concentration spell you have in this case moon beam and uh yeah that's that so pretty much you'll just be kind of be this mid-range character kind of bouncing on the front line casting a few spells here and there up until level six that's when things really start changing for the spor Druid we have access to our fungal zombies this is when things start taking a turn for the SP druid as you'll kind of be pivoting your strategy towards helping your zombies secure the kills on anything that has clawing KN of course you can also get the kill too it doesn't have to be the Zombie as long as that disease is on them you're good to go just be careful not to hit any of the corpses with spells that might destroy the corpse such as fire acid radiant necrotic or electricity I believe once you hit Level Seven that's when things really start to pop off for your spor Druid you'll be able to upcast your anime dead spell giving you up to three entities whether it's a skeleton or the zombies and you'll have all your fungal zombies on top of that so you can mix and match your little Undead Army to have a bit of ranged Firepower with the skeleton Marchers or you can just fully invest in your zombies and just overwhelm your enemies one of my favorite images in the game is when the gith Yankee turn on you in the crash and you kind of just pour out of their main chamber with the big flood of zombies I think in that fight I ended up pulling the entire crash at this one time at least the most I could and I'm pretty sure at the height of it I had at least 15 zombies I want to say until they they all died because the Gan had a bunch of AOE but that's neither here nor there there are plenty of times where you will be snowballing with your spor Druid or any Necromancer really but the spor Druid especially just because you have just those few extra zombie hands from your fungal zombies the only downside though with the SP is once you start getting into your stride of things sadly most of the the enemies you'll be fighting are Undead themselves such as the shades and whatnot from act two which can be annoying but your zombies still do full damage but they just won't be able to make new zombies although most of the enemies in act two are resistant or just flat out immune to necrotic damage which kind of negates your archers for the most part let probably say about half the enemies in act to make your spor Druid kind of annoyed but hey all those creatures that are resistant or immune to necrotic are most likely vulnerable to radiant thus your moon beam will truly shine un honestly act two the sport drw doesn't really have that much of an issue it's still a drw at the end of the day which has access to plenty of great spells I'll even use wall of fire in act two c in some of the fights especially with that dumb kid who's trying to play hide-and-seek with you that just a wall a perfectly placed wall of fire will negate the entire fight and that being said I think spor Druid is probably one of the only few classes that can actually solo moonrise towers as you'll see here with our zombie stampede there was a little bit of cheese to set this up and no pun intended it actually involved lots of mice so there is a hidden boss in the Shar Temple when you attack a few of the rats they'll all scramble and go hide behind some weird statue thing and when you go down there you'll just be sworn by waves and waves of rats well as you can see in this little Montage right behind us it ended up becoming rats versus zombies and I had way too many zombies to count at the end of it and I just I just used the Waypoint to get to Moonrise and just kind of steamrolled over with all these zombies granted this is this is not only unique to sport Druids any Necromancer with a zombie can do this but I just think it feels real suiting since you can have the most zombies as a sport Druid okay so now that we're done with act two we're finally moving into act three when we can get access to the greatest Spore Druid chest piece in the game so the armor is called armor of the sporek keeper which can be found from a certain mummy in the lower City I'll mark it here so and you can just buy this from him so what this does is when you have your symbiotic entity active you'll be granted three new fungal abilities bipper bang spores Tinus spores and haast spores which makes your spor Druid have a plenty of new versatile options bipper bang spores are an AOE explosion more or less which will create a cloud of noxious fumes and what fume does is it'll deal 1 to four poison damage per turn and creatures must succeed a constitution saving throw or take an additional 2D four poison damage timis scores has a chance to make your enemies be befuddled which means that an affected entity can't control its actions and wanders around without Direction talk about awesome CC and then of course haste who doesn't love haste how about the ability to throw haste spores on the ground and any of your allies can walk on it and it will last more than just one turn and they'll be granted haste it's freaking awesome honestly all of this while you have sympotic entity active while wearing this armor these can each only be used once per long rest so use them wisely and honestly this should have been available to you throughout the rest of the game but you know it is what it is enjoy it now that you have it now that you have these new ways to interact with your different Spore abilities this is when the spor Droid can really have some fun if you weren't already having fun now anyways not to mention that once you get to act3 you start getting to the higher levels you also get spells to like contagion which I think is underrated it's a pretty solid ability especially that fact that you always have it uh available to you you don't have to prepare it or anything special like that it's always known and there's different things you can apply to people such as vulnerability to all damage or just make enemies granted yes I know you could use the El power to do the same thing but come on who wants to put a little tadpole on the brain screw that we're embracing UND death here not some weird squid faed Freaks and so we also get some other great spells too like Cloud kill probably one of the best concentration spells in the game and the best part of it is that your Undead are completely immune to poison so you can just SL slap this on the battlefield somewhere and let your Undead swarm the battlefield in the blanket of poison all that being said the spor Druid is probably the most versatile mancer available to us to play so like I said the spor dro is a very versatile character I like to play it more of a mid-ranger being able to kind of go up on the front in the front lines if they need to or hang back and cast little spells maybe cast some support spells here with healing word or some other healing abilities or just even Buffs too not to mention you can be a very powerful blaster in your own right with some plenty of really powerful concentration spells that you can keep moving or recasting every turn for free which helps keeps your uh longevity for your spell slots which is fantastic or you can also just really dive into the extra damage you get from necrotic damage from your weapons which will tie us into the multiclass options for this class let's talk about multiclasses with the SPID yes it's true they usually prefer to be as pure as possible to get even higher symbiotic entity Health but they also get that pretty sweet 10th level feature although you're not missing too much if you end up multic classing before that one of my favorite ways to multiclass the spor Druid is to dip into fighter like in my Jara build which you can combine either five levels of fighter or five levels of Ranger both of them have their pros and cons fighter gets action surge while Ranger will get you more spell slots and gives you 100 Mark so really stack on that additive damage for your weapon attacks but what they both have is a fighting style and the ability to have extra attack to help again take advantage of your necrotic attacks from your weapons another pretty sweet option is to combine monks however the monk has the same issue as the sporer is that they want to be as pure as possible and there aren't really many ways to gain key back in between fights other than short rests there is one item that will give you some key but once you're out of that key you're going to be out of your little combo points from your Flurry of Blows for example that being said you probably could do six levels of Monk and six levels of SPID if you so desire but I personally think that the better six six split would be between the six levels of spor Druid and six levels of necromancer wizard since you'll have access to all your spell slots you normally would but there is a little bit of cheese tactics you can do in bers Gate 3 with the wizard that you can scribe spells beyond what you're able to actually cast through the wizard so you'll be help to cast six level spells with a 66 split but you can still cast actual six level spells if you scribe them should you find the Scrolls to do so something to consider so all in all multiclass options you got your fighter or Ranger and do a little split with that or you can do the monk as well but the strongest option is probably the 66 split with Necromancer Wizard and the Spore Druid you'll have very strong minions you'll have access to six level wizard spells all your Druid spells you name it you'll have to kind of work out what uh specific spells you want to run and then and have your stats allocated accordingly so as for the leveling guide for the six Necromancer six SPID I would highly recommend leveling up as a druid first and then switching over to the wizard Druid hybrid later because I feel like in the early game the Druid is a much much stronger class than the the wizard and you'll have a much better time with that so keep playing your drw until you hit Level six and then around level 7even is when you may consider switching over to the wizard Druid hybrid in which case make sure when you do respect to have your multiclass make sure you start off with the wizard as this will make your primary casting ability your intelligence which will be very important later and as such make sure your intelligence is as high as it can be I like to go 16 you can do 17 if you decide to do the anti ethyl cheese honestly that's probably the best way to go but I like to have a little bit of wisdom you probably don't need that you know what let's just do how most people probably be playing it so we'll have 17 17 intellect 10 wisdom 16 Constitution 14 dexterity and we dump strength and Charisma so this uh Spell combination might actually be better for you know hson or even Gail or whatever other character you want instead of your main character as for your can trips uh Firebolt decent Ray of frost is decent we're going to be getting bone shill through our Druid anyways so you don't need to grab that right now actually just in case it messes with the spell casting let's go ahead and grab bone shield now and then let's get shot and grass for people that are up close in our face that we don't want to be as for your spells make sure you want to pick up magic Missile and shield everything else doesn't really matter too much you can pick it's all dealer's choice but hands down Shield is probably one of the best spells in the game and magic Missile I like to have just for the guaranteed hits and whatnot everything else is some subjective and you can choose as you desire but there will be a lot of overlap through our Druid spells too so trying to pick towards um damaging spells or wizard only spells as the Druid spells can typically cover our utility and all that jazz and then you can go keep going into wizard but I am going to switch over to Druid at this point because I'm going to be leveling this up as if you are level seven and are trying to start this multi class as for your can trips Chalet L is always pretty solid um Thorn whips whatever it's decent it can be fun to yank people around but uh I feel like it distance isn't long enough to really be use uh make use if it was a lot longer of a distance and thorb would probably be pretty solid for yanking people around but you can never go wrong with guidance but you having guidance you do not need to have a cleric around or Shadow heart unless you know you're a fan of her for some reason as for your spells from your Druid unless you're playing as hson you'll want to grab healing word cuz hson always has healing word learned no matter what class or whatever he is but healing words is a really solid spell to have as it is bonus action heal that you can use for emergencies to bring people back up all right then obviously at level two we'll pick up sparid oh then I guess all these other spells don't really matter that much since they're prepared spells so you can change them on As You Wish on the fly in between combat so don't worry about it too much but if you are curious what spells you might want to run uh good Berry is always nice to have but again you can change things on the FES so pick whatever you want at that you need at the time I usually will run uh Thunder Wave or healing word but if our main stat is going to be intellect we'll probably want that to the wizard so let's just grab some of utility spells like speak animals for example and we'll keep increasing now we got access to our level two [Music] spells and we got a feat so we can pick up warcaster it's one of my favorite Feats as this combination since we're going have really powerful concentration spells and you can pick whatever ability you want let's go with poison spray why not let's fix up our prepared spells don't any of that stuff call lightning is pretty decent flame Blade's pretty neat moon beam's always nice change it as you wish and now we're level six now we got access to our fungal infestation and then we can return back to wizard oops back to wizard obviously make sure you pick up necromancy so we can get our buffed up minions and Grim Harvest and your necy vant so you can uh rpe all those spells much easier uh pick whatever spells you want I'm just picking weird stuff don't mind me I'll let you know when a spell that you want to have such as myyp this is a very great spell to have um hson always has it available so if you're not playing as hson make sure you pick up Misty step uh I like to pick up invisibility cuz it's good in combat and out of combat pretty solid spell uh let's pick up Friends new spells let's do blur and knock Feats let's just pump up our intelligence so obviously if you did the anti-l you can get that to 20 and then you can use the mirr in act three to get that to 22 lower your charisma or strength whatever you desire this is your main character you probably don't want to get rid of strength since You' be carrying a lot of stuff but that's me all right that's our spells so as you saw earlier I had a lot of spells learned that I didn't pick up um that was from describing them earlier I was trying to record earlier but I I forgot to hit record so sadly I you didn't get to see that but um as you can see I picked up Scrolls for cloud kill chain lightning all this other stuff so I can cast these abilities and it will use our intellect since our main spellcasting stat is intellect since we chose wizard first at level one and you also have your empowered animate dead minions although they won't have as much health as you if you were a necromancer wizard but that's not a big deal at least in my opinion so that's the leveling build and uh I would showcase some items and such but I feel like this video is long enough as it is I could go on and on about all the ways to play the SPID and I think I've already rambled enough as it is so I think I will end this chapter here I hope you found this chapter of the Necronomicon very useful and help you get a little more enjoyment out of your spor Druids please like comment and subscribe for more guides like this and I hope to see you in the next chapter of the Necronomicon or in one of my other guides as well thank you so much for watching and farewell for [Music] [Music] [Music] now [Music] a
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Channel: Remortis
Views: 77,847
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Keywords: remortis, guide, bg3, baldur's gate 3, death knight, lock, baldurs gate 3, necromancy, bg3 necromancer, baldur's gate 3 necromancer, bg3 spore druid, bg3 best multiclass, best spore druid multiclass, spore druid tips, necromancer tips, bg3 best spore druid, bg3 best necromancer, bg3 best spore druid build, spore druid build, bg3 spore druid strategy, bg3 jaheira, bg3 halsin, bg3 jaheira build, bg3 halsin build
Id: o1sFpnMdtDE
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Length: 26min 13sec (1573 seconds)
Published: Mon Oct 09 2023
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