10 most common deaths in Honor BG3 mode (and how to avoid them)

0
10 most common deaths in Honor BG3 mode (and how to avoid them)

Baldur's Gate 3 is full of difficult combat and deadly exploits, which can be a real problem in the game's Honor Mode. When playing on this difficulty, death doesn't just mean restarting to the last save; instead of, a single slip could mean the end of a race and the loss of all progress.

It is imperative that players are careful in their adventures if they want to survive until the end of the game. There are some encounters that are especially notorious for causing problems for players, whether due to their mechanics or the point in the game in which they occur. Players must prepare as best they can for these fights, and By following these tips, they can avoid the premature end of their search.

10

A deadly group of mind devourers at the crash site

Don't underestimate this extremely early encounter

After completing the game's tutorial and locking down the Nautiloid, one of the first encounters players will face will be against a small collection of intellect devourers. They can be found hanging around the crashed ship, and many players will wander into their line of sight without even realizing the danger they are in. Most of the game's companions can be found after this fight, with the notable exception of Shadowheart, meaning that Players will have a maximum of one or two party members during this encounter.

Often they are also still at level one or two at most, meaning they have very few skills to use. At this level, any attack can be lethal due to the player's low health, and these intellect devourers can attack heavily with their Synaptic Discharge attack. These devourers in particular are weakened, with poor health and reduced AC.meaning low-level players can take them out if they sneak up on them and hit them hard early on. But underestimating this group of aberrations could have disastrous consequences.

9

Grove Harpies can lure unsuspecting players to their deaths

An ability that incapacitates the entire party

Later in Act One, players exploring the druids' grove may encounter a child standing on a sandy beach. This is Mirkon and it quickly becomes obvious that he is under the rule of a group of harpies. flying monstrosities that sing to attract their prey. Players may also risk becoming a harpy's next meal, and combat will inevitably break out if the party gets too close.

This fight is not necessary to beat the game, but it can provide valuable experience early on.

The really dangerous thing about these harpies is its music, which can completely incapacitate party members and cause them to spend their turn walking towards enemies. While the characters are stunned like this, the harpies can perform a multiattack against them that can kill a low-level adventurer in one turn. The way to avoid death in this fight is to ensure the characters succeed against the harpy's charms. Characters with Fey Ancestry can take them on well, and the cast bless

it can really make a difference too.

8

Aunt Ethel's delusional doubles can quickly get out of hand

Don't be impressed by this witch's clones

Players who choose to chase Aunt Ethel into the depths of her lair will eventually come face to face with the witch in a chaotic magical battle. Ethel has several spells that can destroy a group, such as hold person

and high-level casts of disease radius

. But its most potent power is one that does no harm; at least, not directly. Ethel can create illusory copies of herself, each with their own initiative and actions.both at the start of the fight and as a reaction whenever the player's group uses magic.

While doubles can be killed quickly for just one point of damage each, when several of them can use their turns to cast damaging spells and paralyze party members, things can get out of control. Most abilities that allow characters to damage multiple enemies at once are spells, which only makes the situation worse. The trick here is use area-of-effect throwing consumables like Alchemist's Fire to deal guaranteed damage to duos without creating more. From there, it's a matter of tracking down and beating the real Ethel until she surrenders – or “dies”.

7

The death shepherds on the resurrected road are very difficult to kill

A deadly juggling act with ghosts and ghouls

The death shepherds roaming the Resurrected Road prove that an enemy doesn't need legendary deeds or a cool lair to be deadly. These large armored skeletons are just as capable of killing a party of adventurers as later level bosses thanks to their durability. Death Shepherds are essentially undead healers, Able to use necromancy to bring zombified allies back to continue fighting. They corner a group of ghouls and ghosts near Rosymorn Monastery and will attack the player on sight.

The ghouls and ghasts are no slouch either, with attacks that can paralyze their targets and the ability to create action-draining clouds of stench. But it is the shepherds who make their fight more than a typical combat, as they have the power to resurrect their companions and even each other at every turn. Engaging in combat will only result in characters being whittled down over time by an undead host that never stops coming back. The best way to deal with them is target the Shepherds first, separating them if possible and killing them both to prevent their regenerative powers from influencing the fight.

6

Inquisitor W'wargaz has an incredibly strong legendary ability

This Gith lives up to its reputation

Some of the most powerful and fearsome soldiers on the Sword Coast are the Githyanki, and in Baldur's Gate 3his daycare at Rosymorn Monastery is essentially a death trap for new players. Almost all of the Gith in the hideout have multiple attacks and deal extra psychic damage when they hit; For parties with low health members, any of these fighters can be a finisher. But none more so than Inquisitor W'wargaz, a powerful Githyanki investigator, head of the team searching for the Astral Prism, and one of the Baldur's Gate 3the hardest bosses.

W'wargaz has a lot of health, high AC, and does great damage, but it's his legendary ability that kills most players. Mind Claw of Tu'Narath, as it is called, Summons a new psychic weapon to attack the party whenever they harm W'wargaz or his allies, up to twice per round. The weapons remain until destroyed, and over the course of a few turns, players can end up surrounded by six or more of these magical blades. The only real trick to avoiding them is to continually teleport and disengage across the battlefield and concentrate fire until W'wargaz is killed.

5

Being ambushed in the shadow-cursed lands

Plagues of twigs and tottering mounds

Many of the boss fights in Act Two are entirely avoidable, whether through dialogue or certain character choices. But even so, some of the game's deadliest moments come when players are exploring the Shadow-Cursed Lands, because the area is devastated and undead monsters lie in wait. Among them are branch pests, undead plants that will try to ambush the party across the mapincluding once with a boss-sized variant called Shambling Mound.

Any of these ambushes can end with a group caught off guard, as surprise rounds are incredibly dangerous in Baldur's Gate 3, and even the smallest branch pests are capable of causing great damage. But the Shambling Mound is another beast, with a unique moveset, an impressive number of hit points, and an entourage large enough to rival that of the Absolute. Defeating him is a matter of strategy and often involves making a preemptive strike on his location and staying out of melee range.

4

Keep your guard up during the second fight with Ketheric Thorm

Hindered healing and an undead avatar

As expected, the final fight in the game's second act is incredibly difficult for many players. Ketheric is built up as a nearly invincible general throughout the story, right up until the point where the player fights him, and his hard-hitting paladin blows prove why. He is aided by an army of intellect flayers and necromites, a mind flayer, and eventually an aspect of Myrkul, the god of necromancy himself.

It is this last threat that causes the most suffering, with an aura that prevents healing and the ability to regain health by consuming your own minions. With all of this happening at the same time, many parties simply cannot keep up in terms of damage or health. There are a few different strategies for defeating Ketheric and Myrkul, but the best tips revolve around positioning on the battlefield. It's best to stay away from Myrkul's necrotic aura and assign some party members to destroy the god's minions, while others harm his health with ranged attacks.

3

The Cazador ritual can mean death in many different ways

Saving your allies and yourself

The third act is packed with climactic boss fights, many of which revolve around individual party members. The great conflict that defines Astarion's story is with his former master, Cazador, a vampire lord with an army of undead at his disposal. Cazador hides beneath his mansion, conducting an unholy ritual, which he needs Astarion to complete. Upon confronting him, he will capture Astarion and begin consuming his soul, potentially killing him if players take too long to get him out.

It's possible to simply leave Astarion at camp for this fight, and while that makes things easier, it feels narratively unsatisfying and definitely won't please the vampire generation.

The premise of this fight encourages players to charge into the middle of the battlefield to save their friend, but this will often result in them being attacked by the undead and killed quickly. The best strategy to keep the party alive, including Astarion, is teleport to his location and immediately free himwhile other members of the group take Cazador's place by draining the power of his other offspring. There are pedestals around the map that creatures can climb to drain some of the ritual's power, making the Cazador much easier to kill.

2

Defense against the electric dragon Ansur

Fighting this unliving legend

Despite being a boss in the third act, Ansur is hardly a villainous character. Instead, he was a bronze dragon allied with the city's founder, Balduran, who died trying to stop his friend from becoming an illithid. Ansur attacks more out of anger and sadness than out of malice, but even so he must be defeated, and doing so is no easy task. Despite being undead, Ansur has all the strength and courage of an adult dragon, flying around and unleashing lightning breath attacks while your scales absorb most of the damage that comes your way.

The attack that kills most players is his special attack, Stormheart Nova, which deals 18d10 lightning damage across virtually the entire battlefield. If this hits the party, they will likely die. There are three ways to avoid it when Ansur starts gathering power to use it: one globe of invulnerability

spell, using a blink spell to temporarily disappear, or party members can take cover behind crystals scattered across the map. Ansur is still a super difficult fight, but avoiding the Nova attack is crucial to staying alive.

1

The Dark and Deadly Boss Fight of the House Of Grief

Viconia's return could mean the end for many players

Without a doubt, the fight that kills the most players in Act Three is the confrontation in the House of Pain, with Viconia and Shar's followers. This is the fight that ends the plot of Shadowheart, and it appropriately revolves around darkness and underhanded tactics. Viconia and her horde of cultists will throw away continually darkness

spells and use magic to prevent healing. It's difficult and frustrating to play.

To defeat this annoying group of cultists, the player will need to be equally stealthy. Having a wizard with Devilsight see through your darkness helps considerably, as does dividing the battlefield with spells like ice wall

. And there's always the option of bringing a ton of explosive barrels to trivialize combat. No matter how difficult the game is, Baldur's Gate 3 always provides ways to overcome your enemies.

Source: Larian Studios/YouTube (1, 2, 3)