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Highlights
- Players in Baldur’s Gate 3 have an Illithid parasite that gives them unique abilities.
- Luck of the Far Realms allows players to transform successful attacks into automatic critical hits.
- Black Hole is an Illithid power that pulls enemies towards a central point, slowing them down and allowing for strategic advantage.
Players of Baldur’s Gate 3 don’t just have to fight a Mindflayer invasion; they need to stop an Illithid parasite from transforming them into one before it’s too late. With the whole of Faerun at stake and their survival on the line, Baldur’s Gate 3 puts players in quite a sensitive predicament. That is, at least, before they discover that their Illithid parasite also provides them with unique abilities.
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As players learn throughout their Baldur’s Gate playthrough, their time with the parasite allows them to slowly tap into a Mindflayer’s arsenal of psionic abilities without the immediate risk of transformation. However, just which Illithid Powers should players prioritize before their infection finally seizes full control of them?
Updated on December 20, 2023, by Rhenn Taguiam: Compared to other Baldur’s Gate stories, the tale of Baldur’s Gate 3 extends beyond the reaches of Faerun and into its larger setting of the Forgotten Realms, where an ongoing Mindflayer Invasion has infected players with an Illithid Parasite.
Players may wonder if having the Illithid Parasite is such a bad thing after all, especially when they begin to acquire other Illithid Parasites that give them the opportunity to upgrade their own mind worm and unlock unique psionic powers. Included among Illithid Powers that a player may find useful are the means of causing an auto-crit, slowing opponents down, stealing some of their Ability Scores, a stunning attack, and an attack-negating effect.
15 Luck Of The Far Realms
Instant Crit On Hit Can Facilitate Powerful Combos
Type (Passive/Active) | Passive |
---|---|
Range | – |
Recharge | Once per Long Rest |
Prerequisite | Favorable Beginnings |
Rolling a Critical Hit on an Attack Roll can transform a meager attack into a finishing move in Dungeons & Dragons gameplay, with Luck of the Far Realms making this a more distinct possibility for gamers as an Illithid Power in Baldur’s Gate 3. Serving as a Passive Feature, triggering this Illithid Power can help players transform a successful Attack Roll into an automatic Critical, doubling all damage dice rolled for that particular Attack.
Given how this Passive is only usable once per Long Rest, this is best reserved for emergencies or combos where players are expected to land a massive hit when executed properly. Ideal ways of using Luck of the Far Realms involve Paladins also imbuing their attacks with any one of their Smites or a Frenzied Berserker Barbarian with the Tavern Brawler Feat.
14 Black Hole
Pull Enemies To A Point For Burst Attacks
Type (Passive/Active) | Action |
---|---|
Range | 18m |
Recharge | Short Rest |
Prerequisite | Displace, Astral-Touched Tadpole |
On top of damage and healing, area control remains one of the most vital components of effective Spells in Baldur’s Gate 3 – something that Black Hole excels at when used correctly. While this Illithid Power doesn’t deal damage to opponents, its 18-meter range and INT Save almost always guarantees that enemies pulled into its center point are slowed. This alone should be enough of a deterrent to give the team time to regroup or pull off a counterattack.
However, where Black Hole goes beyond expectations is its extra effect. Upon using it for the first time, players can release up to five more Black Holes before recharging with a Short Rest. When positioned properly, players can surround a group of enemies with slowing points or delay their advance, keeping them in a place where Spells and AOE attacks can hit them more easily.
13 Ability Drain
Reducing Ability Can Greatly Decrease Enemy DPS
Type (Passive/Active) | Passive |
---|---|
Range | – |
Recharge | Per Turn |
Prerequisite | Psionic Overload |
Given how a single Ability Score can increase the outcome of a Skill Check in Baldur’s Gate 3, effects that can temporarily lower an Ability Score like Ability Drain can debilitate a target’s combat prowess. When obtained after unlocking Psionic Overload, this Passive Feature affects a player’s target whenever they get hit by an Attack Roll.
Should players with Ability Drain hit an opponent, their Ability Score associated with the Attack is decreased by 1. Depending on the source, melee attackers will affect Strength, ranged combatants will affect Dexterity, and Spellcasters affect the associated Spellcasting Ability. While a melee attacker with Ability Drain will likely debilitate an enemy’s combat prowess, it can be used to pave the way for deadlier effects. For instance, ranged attackers constantly draining Dexterity from afar will leave enemies vulnerable to powerful AOE Spells.
12 Mind Blast
Psychic Attack With Stun Can Delay Enemy Advance
Type (Passive/Active) | Action |
---|---|
Range | 14m |
Recharge | Long Rest |
Prerequisite | Cull the Weak, Astral-Touched Tadpole |
Sometimes, the best abilities in Baldur’s Gate 3 combat are those that affect enemies in a straightforward manner, such as Mind Blast. When triggered, the player will release a wave of psychic energy that can deal as much as 4d8 + 5 Psychic Damage. Should targets fail their INT Save, they become Stunned for a turn.
While its Long Rest recharge might seem overkill at first, Mind Blast forcing INT Saves means targeting one of the lesser-used Abilities by most creatures in the game. As such, the almost guaranteed single-turn Stun and the potential 37 Damage can easily get rid of mobs before they even try countering the player.
11 Charm
Avoiding Attacks Can Boost Survivability
Type (Passive/Active) | Reaction |
---|---|
Range | – |
Recharge | – |
Prerequisite | Favorable Beginnings |
Throughout a player’s journey in Baldur’s Gate 3, their characters will often use their tadpole to establish dominance over others through dialogue. However, Charm is a similar feature that affects enemies in combat, where tadpole-affected players will be able to focus on their newfound psionic abilities to force enemies to stop their hostilities.
As a Passive Feature, Charm allows players to enchant an attacker. If this ability works, that enemy will avoid attacking the player until their next turn, giving players room to run away or strike a counter-attack without fear of retaliation.
10 Mind Sanctuary
Actions As Bonus Actions Can Enhance Overall DPS
Type (Passive/Active) | Action |
---|---|
Range | 9m |
Recharge | Long Rest |
Prerequisite | Psionic Backlash, Astral-Touched Tadpole |
Players trying to enjoy their Baldur’s Gate 3 session may realize that a large aspect of the game’s combat relies on resource management for their character, especially since some moves not only cost certain resources (Spell Slots, Charges) but also work within the context of Actions, Bonus Actions, and Reactions. Depending on how “heavy” a move is, characters may end up doing more or less in their turn.
Thanks toMind Sanctuary, a player with this Illithid Power creates a magical nexus that allows the interchangeable use of Actions and Bonus Actions. This effectively lessens the burden of using heavier moves that otherwise cost Actions, allowing players to use more powerful features at a fraction of the resources required.
9 Displacer Beast Shape
Type (Passive/Active) | Action |
---|---|
Range | – |
Recharge | Long Rest |
Prerequisite | Stage Fright, Astral-Touched Tadpole |
One of the most frightening prospects of players not getting rid of the Illithid parasite in their Baldur’s Gate 3 playthrough is the notion of becoming a Mindflayer. Until they do so, they can enjoy their roster of psychic abilities in combat, one of which is to turn into a horrifying Displacer Beast via Displacer Beast Shape.
When transformed, players remain in the Displacer Beast Shape until they take a Long Rest or if they run out of its 85 Hit Points. Players retain their INT, WIS, and CHA scores, making this form ideal for spellcasters. Aside from being a more alien Wild Shape equivalent, Displacer Beast Shape technically gives players access to 85 Temporary Hit Points in the guise of an alternate form.
8 Fracture Psyche
Reduced AC Always Enhances Offense
Type (Passive/Active) | Action |
---|---|
Range | 9m |
Recharge | Short Rest |
Prerequisite | Ability Drain, Astral-Touched Tadpole |
Armor Class remains an integral part of Baldur’s Gate 3 gameplay, especially since they can only damage an opponent after their Attack Roll bypasses the enemy’s AC. Any effect that either buffs an Attack Roll or grants it Advantage can boost the chances of damaging opponents successfully. However, Fracture Psyche aids players by giving a -1 AC penalty to the enemy.
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This debuff lasts for five turns, giving the caster and their allies ample time to eliminate the enemy in question, regardless if they’re using spells or reliable Versatile Weapons. If this is successful, the caster can then use Fracture Psyche on another target. Since Fracture Psyche can be used once per Short Rest, it’s recommended for players to kill enemies during the effect’s duration.
7 Shield Of Thralls
Temporary HP Always Boosts Defense
Type (Passive/Active) | Action |
---|---|
Range | 9m |
Recharge | Short Rest |
Prerequisite | Transfuse Health |
With Armor Class determining how high attacks should roll to hit Baldur’s Gate 3 characters, players need a substantial amount of Hit Points to ensure their character’s survival. Thankfully, some spells and abilities give them access to Temporary HP, practically a “buffer” that shields its owner from attacks until emptied. Only one source of Temp HP can affect characters at a time, with Shield of Thralls being the most efficient among them.
At its core, Shield of Thralls gives 10 Temporary HP to the caster or their ally. While this seems straightforward enough, this Temp HP ability is the only one that comes with a spell-ending effect, wherein depleting the 10 Temp HP releases a blast that can Stun foes if they fail an INT Save. What makes Shield of Thralls attractive is its INT Save requirement, as most creatures except spellcasters have INT as a dump stat. In turn, it’s best to cast Shield of Thralls as a character with high enough INT, making the Stun after-effect practically a guarantee.
6 Stage Fright
Forcing Attack Disadvantage With Damage Penalty Can Punish Enemy Offense
Type (Passive/Active) | Action |
---|---|
Range | 18m |
Recharge | Short Rest |
Prerequisite | Psionic Overload |
Debuffs that impose Disadvantage on attacks become a big deal in Baldur’s Gate 3 combat, especially since this forces attackers to roll two dice and get the lower result – almost always resulting in a miss. Among Illithid Abilities, Stage Fright serves as the equivalent of such a debuff. Unlike other variations, Stage Fright lasts for 3 turns and may end prematurely when the target finally succeeds in its attack.
However, Stage Fright’s other technical components make it a fearsome weapon. It has an 18-meter range as well as a 2d6 Psychic Damage punishment to foes who miss their attacks. Should they not hit at all across those three turns, they get a total of 6d6 Psychic Damage spread across that duration.
5 Psionic Dominance
Stop A Foe’s Stronger Spells
Type (Passive/Active) | Reaction |
---|---|
Range | – |
Recharge | – |
Prerequisite | Charm (Illithid Power), Astral-Touched Tadpole |
Despite its hefty status as a 3rd-Level Abjuration spell, Counterspell remains one of the most essential tools in a spellcaster’s toolkit, especially since it can be used to nullify a spell of an equal level or lower as a Reaction. With most heavy-hitting spells occurring beyond 2nd-Level, Counterspell can ruin an enemy mage’s repertoire of magical abilities.
Players having trouble with Counterspell’s hefty cost might consider grabbing Psionic Dominanceas an Illithid Power. When a spellcaster within 18 meters of a player targets them with a spell lower or equal to their Proficiency Bonus, they can immediately nullify the spell with their Reaction. While this might not be as useful against multiple spellcasters, Psionic Dominance acting as a free Counterspell can give major advantages to players.
4 Psionic Backlash
Discourage Foes From Casting Spells
Type (Passive/Active) | Reaction |
---|---|
Range | – |
Recharge | Per Turn |
Prerequisite | Concentrated Blast |
Spellcasters can become some of the most challenging enemies to deal with in the D&D game, especially when their low health is often contrasted with an array of powerful spells. Such is their threat level that the Mage Slayer Feat exists, allowing its users to use their Reaction to make an attack on a mage casting a spell within melee. With Psionic Backlash, this Feat just got a ranged equivalent.
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Thanks to Psionic Backlash, players can use their Reaction to inflict 1d4 Psychic Damage to an opponent casting a spell within a 9-meter radius. Not only that, the Damage increases by 1d4 per Spell Level, practically punishing the usage of powerful spells with the equivalent of a Bonus Attack.
3 Cull The Weak
Destroy Enemies Instantly At Half-Health
Type (Passive/Active) | Feature |
---|---|
Range | – |
Recharge | – |
Prerequisite | Concentrated Blast |
As an Illithid Power, Cull The Weak serves as an upgrade of Concentrated Blast, this time instantly killing an enemy should the user bring down said opponent to Hit Points fewer than their existing Evolved Illithid Powers. Not only that, this insta-kill move will also release an attack that damages nearby creatures with 1d4 Psychic Damage.
Despite Cull The Weak activating at such a small threshold, this ability can become an asset in a game adapting D&D 5e mechanics. Unlike other RPGs, an enemy down to 1 Hit Point can still fight like a regular foe. With players always having the chance to miss foes, an insta-kill ability targeting lower-health foes can negate the need to waste another attack.
2 Concentrated Blast
Trade Concentrated Spell For A Powerful Attack
Type (Passive/Active) | Action |
---|---|
Range | 9m |
Recharge | Per turn |
Prerequisite | – |
Spellcasters, like Wizards, in Baldur’s Gate 3 gameplay often need to Concentrate on spells with interesting effects, placing them in a precarious position as the spell ends as soon as they break Concentration. For players who know they’re potentially on the receiving end of a Concentration-breaking attack or want to transition to another Concentration spell, Concentrated Blast becomes a neat punishment against attacking foes.
Concentrated Blast is only usable during Concentration, releasing 3d6 Psychic Damage towards a target that heals for damage dealt when attacking a Concentrating foe. Using this Illithid Power immediately ends the player’s current Concentrated spell. However, this Action becomes a neat damaging “transition” to a new spell, making Concentration breaks more meaningful in the action economy.
1 Freecast
Type (Passive/Active) | Feature |
---|---|
Range | – |
Recharge | – |
Prerequisite | Shield of Thralls, Astral-Touched Tadpole |
While more of a Feature than an active Illithid Power, Freecast remains one of the most efficient abilities in Baldur’s Gate 3 gameplay courtesy of its inherent effect. When activated, Freecast will remove all resource costs for the player’s next Action – be it an attack, an ability, or a spell. Not only that, Freecast refreshes after a Short or Long Rest, giving players the freedom to use it at least twice before retreating for the day.
Freecast can become an invaluable resource for conserving Spell Slots and building towards efficient combos. Theoretically, using Freecast as a Fighter can make Action Surge a free Action. Instead of just using an Action to cast Action Surge to get another Action the next turn, Freecast gives players two free Actions to use.
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