Welcome to our latest gaming guide for Baldur’s Gate 3! In this article, we will be focusing on a powerful party build, known as the PXP party 002, also known as the Spike Growth Party. Our team, comprised of the Pouncing Tiger, Luminous Hunter, Wild Tempest, and Moonstrider, all have the Land’s Stride class feature, making them immune to movement penalties on difficult terrain and allowing for free movement on spike and plant growth. This guide will be updated with Act 3 content soon, and the latest fight demo will be available on 2nd of July, 2024. So let’s dive in and become the ultimate force in Baldur’s Gate 3!
Table of Contents
Here are the Sections and what they’re about.
- Introduction – what we’re doing. What you (if newbie) should not do.
- Storyline Requirements – you should make your storyline match these few points if you want to have access to required items.
- Party Overview – the 4 members briefly summarized. Pros and Cons.
- 1st-4th Member – in detail, and their Level up guide.
- Act 1-3 – summarizes best equipment in-slot and overview of the fights for each Act.
- Level 3-12 – explains how your party changes at each level (and at each place), what they should look like, what they’re generally doing.
- Level 3-12 Fights – discuss the strategies for potential fights at each level, as well as videos of fights demonstrated.
Now, please navigate this guide by section of interest to you..
Introduction
- It is a thematic party designed to play around Difficult Terrain mechanics.
- While enemies suffer the effects of Difficult Terrain, this whole party can freely walk on some of them, and suffer no movement penalty on others.
- They’re also not dependent on consumables or illithid power. The party’s supposed to be very playable without investing your time in consumables, and ‘keeping true’ to the spirit of the game – avoid becoming Mind Flayer.
- While we have both Druid and Cleric, we’ll not exploit the Moonbeam + Sanctuary in the demo. We don’t expect this exception to last into Patch 7.
If you’re on mobile, try to bring up the Section list. This guide is long so should be navigated by section. On PC screen it should be on the right.
This guide will be updated with Act 3 content as soon as I decide on the ordering of boss fights and which party level to demonstrate them in.
Storyline Requirements
- Convince Rolan to stay at the Grove at first time you reach it. (keeps Mattis alive)
- Choose Spellsparkler[bg3.wiki] staff as quest reward from saving Florick at Waukeen’s Rest.
- Keep Dammon alive by not causing the Druids to attack the Tieflings.
- Keep Dammon alive by saving the Grove, and do so before going to Mountain Pass or Grymforge.
- While not strictly necessary, getting Ethel’s hair is recommended and will be done in the demo.
- Keep Quartermaster Talli, Dammon and Last Light Inn alive, at least until you get all you need from them.
- Don’t slaughter the Murder Tribunal on sight. Become their assassin to open up their shop. Get what you need, then you can slaughter them.
Party Overview
- Pouncing Tiger – the party leader, a ferocious warrior, and ambusher. Be on the frontline, deal damage, take damage, and surprise enemies to dominate the 1st round.
- Luminous Hunter – the party’s main mob killer with the late Volley[bg3.wiki] skill from Hunter subclass. Illuminate[bg3.wiki] and Daze[bg3.wiki] enemies to neutralize their threats and allow easier landing of CC spells.
- Wild Tempest – flexible elemental spells caster powered by Markoheshkir, and caster of repelling Spike Growth and Moonbeam.
- Moonstrider – caster of Druid-exclusive spells and support to bring out the strongest attacks of the Pouncing Tiger. The name is a combination of Moonbasking and Landstrider, to hint at being a hybrid of both.
Pros
- Walk freely on Spike Growth and no movement penalty on difficult terrain.
- Strong mob killing and controlling capabilities.
Cons
- Lack of burst damage if not getting surprise round.
- No Counterspell
1st member – Pouncing Tiger
This will be done in the demo.
Role in party
- Outside combat – depends on taking Rogue at 1st level.
- Party Leader
- Trader
- Persuader
- Lockpicker
- Trap Disarmer
Basically with Rogue at 1st level, they’re a full-service party leader. You never need to swap control of party members outside of combat.
- In combat
- Assassin – surprise enemies for 1st round domination.
- Damage – with focus on on-crit damage, 1st round auto-crit damage can potentially end smaller encounters in the 1st round.
- Tank – stay on the frontline to draw attention away from the casters.
- CC – with the aid of the Luminous Hunter proning enemies, Pouncing Tiger can bleed and maim them to effectively stun-lock them from moving or taking any action.
Class composition
- Assassin 3
- Tiger Heart (Wildheart) Barbarian 9
Leveling
RBBBBBBBBRRB
(R for Rogue and B for Barbarian)
- There are many alternatives to leveling order, subject to your preference. The one above is used in the demo.
- Starting with Barbarian instead of Rogue will give medium armour proficiency at the cost of having fewer ‘leader skills’. You’ll be able to choose only one of Persuasion, Deception, Sleight of Hand, as well as the useful Acrobatics and Stealth.
- Between level 7-11 depends on what feature you want to access first. The demo will simply choose to rush the main party theme feature (Land’s Stride).
- 6 in Barbarian will give Wolverine Aspect.
- 8 in Barbarian will give Land’s Stride, which is the main theme of the party.
- 3 in Rogue will give Assassin subclass.
General Stats
- Ability Scores – 3 numbers are represented in each ability type. They’re, in order, final ability score, final raw ability score (with Con Amulet), and initial ability score (without stat-setting item).
- Str – 8 (8, 8)
- Dex – 20 (17, 17) +2 from Mirror of Loss
- Con – 23 (8, 16)
- Int – 8 (8, 8)
- Wis – 14 (14, 10)
- Cha – 16 (16, 14)
- HP – 153
- AC – 20
- Initiative – +10
- Feats
- Sharpshooter (expects Auntie Ethel’s Hair to boost Dex to 18)
- ASI
Choices on level up
- Skill Proficiencies (preferred, if starting level 1 in Rogue) – only 2 Expertise and 2 Proficiency can be picked, unless you get some of these from Race or Background.
- Expertise in Persuasion
- Expertise or Proficiency in Stealth
- Expertise or Proficiency in Sleight of Hand
- Proficiency in Acrobatics
- Proficiency in Deception or Intimidation
- Tiger Heart
- Wolverine Aspect
Equipments
- Main hand – Crimson Mischief or Dolor Amarus
- Off hand – Dolor Amarus (there are 2 in the game)
- Ranged – Vicious Shortbow
- Body – Bhaalist Armour
- Cloak – Cloak of Displacement
- Gloves – Helldusk Gloves or Craterflesh Gloves (for Patch 6 only)
- Boots – Evasive Shoes
- Head – Helmet of Grit, Diadem of Arcane Synergy, Mask of Soul Perception. On Barb-1st variant, Sarevok’s Helmet.
- Amulet – Amulet of Greater Health
- Ring 1 – Eversight Ring
- Ring 2 –
1st member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
2nd member – Luminous Hunter
- Volley – be the party’s on-demand mob annihilator with the late Volley skill.
- Radiating Orb – mass-apply Radiating Orb effect on enemies, neutralizing their threats.
- Reverberation – mass-apply Reverberation on enemies, proning them, allowing Pouncing Tiger to stun-lock them and deal high damage to them with Advantage.
- Area Control – with Silence, Spike Growth, Plant Growth, manipulate how enemies move about in the battlefield.
- Frontliner – while not exactly a Tank, Luminous Hunter is pretty durable and is adept at avoiding Opportunity Attacks, allowing them to stay on the frontline to protect the casters when needed.
Class composition
- Hunter Ranger 12
Leveling
RRRRRRRRRRRR
Take 12 straight Ranger levels
General Stats
- Ability Scores – 4 numbers are represented in each ability type. They’re, in order, final ability score, final raw ability score (with Str gloves), secondary raw ability score (with Dex Gloves), and initial ability score (without stat-setting item).
- Str – 8 (8, 17, 8)
- Dex – 20 (17, 8, 17) +2 from Mirror of Loss
- Con – 16 (16, 16, 16)
- Int – 8 (8, 8, 8)
- Wis – 16 (15, 15, 15)
- Cha – 8 (8, 8, 8)
- HP – 112
- AC – 20
- Raw Spellcasting DC – 15
- Initiative – +8
- Fighting Style – Archery
- Feats
- Sharpshooter (ASI before Dex gloves)
- ASI
- ASI
Choices on level up
- Favoured Enemy
- Ranger Knight at level 6 to wear Grymskull Helm, otherwise as preferred
- Natural Explorer
- Urban Tracker if Tiger decides to start level 1 as Barbarian instead of Rogue.
- Spells – each spell is useful for different fights. If you know what you’re facing, you can swap them in and out at level up.
- Hunter’s Mark should always be chosen.
- Fog Cloud is useful against Myrkul.
- Spike Growth should always be chosen.
- Lesser Restoration is useful in Marcus fight to potentially un-paralyze Isobel, as well as throughout the game to counter Hold Person and Paralyze abilities of enemies.
- Silence is useful against Ethel and other spellcasters.
- Plant Growth should always be chosen.
Equipments
- Main hand – Bloodthirst or Rhapsody
- Off hand – Sentinel Shield
- Ranged – Titanstring Bow (apply Thunder damage from Drakethroat Glaive)
- Body – Luminous Armour
- Cloak – Cloak of Protection
- Gloves – Gauntlets of Hill Giant Strength
- Boots – Boots of Stormy Clamour
- Head – Helldusk Helmet
- Amulet – Broodmother’s Revenge
- Ring 1 – Ring of Spiteful Thunder
- Ring 2 – Callous Glow Ring
2nd member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
3rd member – Wild Tempest
- Cleric – Wild Tempest is half-cleric and gets the majority of the useful Cleric spells.
- Lightning-Charged Area Control – with Lightning Charges, dealing damage knocks away enemies, and can combine with damaging area control spells for devastating control effects.
- Nuke – powered by Markoheshkir, the Wild Tempest also performs elemental nukes. Lightning would benefit the most due to Tempest’s Channel Divinity abiltiy.
- Radiating Orb – with Coruscation Ring, the Wild Tempest also afflict enemies with Radiating Orbs when they deal damage with their spells.
- Reverberation – with Gloves of Belligerent Skies, the Wild tempest also inflict Reverberation, aiding the Pouncing Tiger to further damage and CC enemies.
Class composition
- Tempest Domain Cleric 6
- Circle of the Land Druid 6
Leveling
CCCCCCDDDDDD
C for Cleric and D for Druid. Take first 6 levels in Cleric, then the rest in Druid.
General Stats
- Ability Scores –
- Str – 8 (8)
- Dex – 16 (15)
- Con – 16 (16)
- Int – 8 (8)
- Wis – 18 (17) +2 from Mirror of Loss
- Cha – 8 (8)
- HP – 99
- AC – 20
- Raw Spellcasting DC – 22
- Initiative – +3
- Feats
- ASI
- Dual-wielder
Choices on level up
- (Druid) Circle spells
- Level 3 (character level 9) – Coast – for Misty Step and Mirror Image
- Level 5 (character level 11) – Mountain – for Fly and Lightning Bolt
- Cleric spells to prepare
- Druid spells to prepare
Equipments
- Main hand – Markoheshkir
- Off hand – Rhapsody or Spellsparkler
- Ranged – Darkfire Shortbow
- Body – Dark Justiciar Half-Plate
- Cloak – Cloak of the Weave
- Gloves – Gloves of Belligerent Skies
- Boots – Helldusk Boots or Boots of Striding
- Head – Hood of the Weave or Hat of Storm Scion Power
- Amulet – Amulet of the Devout
- Ring 1 – Ring of Protection
- Ring 2 – Coruscation Ring
3rd member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
4th member – Moonstrider
- Insect Plague – while not many can be cast per day, Insect Plague combos well with Bhaalist Armour on the Pouncing Tiger, who themselves take only half damage while Raging and suffers no movement penalty.
- Create Water – the Moonstrider can cast Create Water for the Wild Tempest to go to town with their lightning.
- Spell Support – with Greater Invisibility, Haste from equipped bow, and the ability to hold concentration well, the Moonstrider provides much-needed spell support to the party. Heroes’ Feast can be really useful too.
- Wild Shape Support – while not Circle of the Moon, as Druid the Moonstrider still has a few of useful Wild Shape moves, like proning from the Owlbear and Exposing Bite from the Wolf shape. They can lend tactical maneuvering support to the team.
- Spike Growth – while 3 members can cast Spike Growth with spell slots, Moonstrider can provide it on-demand with the Dryad summon.
Class composition
- Circle of the Land Druid 12
Leveling
DDDDDDDDDDDD
Take 12 straight levels in Druid
General Stats
- Ability Scores –
- Str – 8 (8)
- Dex – 16 (16)
- Con – 18 (15)
- Int – 8 (8)
- Wis – 18 (17) +2 from Mirror of Loss
- Cha – 8 (8)
- HP – 111
- AC – 18
- Raw Spellcasting DC – 19
- Initiative – +3
- Feats
- Tavern Brawler
- Resilient Constitution
- ASI
Choices on level up
- Circle spells
- Level 3 – Coast – for Mirror Image and Misty Step
- Level 5 – Desert – for Hypnotic Pattern and Protection from Enegy
- Level 7 – Underdark – for Greater Invisibility and Dominate Beast
- Level 9 – Swamp – for Insect Plague and Cloudkill
- Druid spells to prepare
Equipments
- Main hand – Woe (and Staff of Spellpower to cast Heroes’ Feast each day.)
- Off hand – Ketheric’s Shield
- Ranged – Gontr Mael
- Body – Armour of Moonbasking
- Cloak –
- Gloves – Gauntlet of the Tyrant of Helldusk Gloves
- Boots – Boots of Striding
- Head – Steel Watcher Helmet
- Amulet –
- Ring 1 – Ring of Mental Inhibition
- Ring 2 –
4th member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
Act 1
- Overall, Act 1 starts with your raw power level barely matching that of your enemies.
- Getting surprise round, hiding, using the environment is very important on harder difficulties.
- This becomes less so once you leave the Wilderness and Underdark for Grymforge and Crèche. It’ll become less crucial to get that surprise round.
- Act 2 fights will introduce special mechanics for most fights, but for Act 1, it’s about making up for enemies’ numbers and power with good approach. You don’t need to think much beyond increasing your raw power and making up for that when you lack it.
Party specific comments
- Druids are hard to use in the early game.
- They have no long-range Cantrip. (the furthest is merely 9m, not 18m)
- They aren’t proficient with any Bow or Crossbow (which is why Elf is a good choice for Druid)
- Wildshape can provide muscles, but only at melee range. Shattered Sanctum in particular is where you want ranged attacks to isolate fights.
- Circle of the Land Druids are even harder.
- They need a whole Action to transform mid-combat.
- So usually if they get knocked out of Wildshape, they won’t be transforming again.
- It is not a beginner-friendly party at early levels.
- Wolf is the overall best Wildshape. Deep Rothé is the offensive choice against mobs. Both are obsolete when you get Owlbears, but Wolf’s Exposing Bite has its uses.
- Shooting from outside combat with Tiger or Hunter will apply Sneak Attack / Colossus Slayer twice on the 1st round if 2 attacks hit.
Recommended equipments
- Pouncing Tiger
- AC – 21 (19 for most of the Act)
- Initiative – +5
- Main hand – +1 light finesse weapon
- Off hand – +1 light finesse weapon
- Ranged – 2 of +1 Hand Crossbows
- Body – Graceful Cloth
- Cloak –
- Gloves – Bracers of Defence
- Boots – non-armour boots
- Head – non-armour headpiece
- Amulet – Broodmother’s Revenge
- Ring 1 – Ring of Protection
- Ring 2 – Caustic Band
- Luminous Hunter
- AC – 19
- base spell DC – 13
- Initiative – +4
- Main hand – Phalar Aluve
- Off hand – Safeguard Shield
- Ranged – 2 of +1 Hand Crossbows (before Gloves of Dexterity), Titanstring Bow (after)
- Body – Luminous Armour
- Cloak –
- Gloves – Gloves of Dexterity
- Boots – Boots of Stormy Clamour (only with luminous Body and Head pieces)
- Head – Holy Lance Helm
- Amulet – Periapt of Wound Closure
- Ring 1 – Strange Conduit Ring
- Ring 2 –
- Wild Tempest
- AC – 18-19
- base spell DC – 14-15
- Initiative – +3-+5
- Main hand – Gold Wyrmling Staff
- Off hand – Wood Woad Shield
- Ranged – Bow of Awareness (or give to Moonstrider)
- Body – 14 or 15 AC Medium Armour
- Cloak –
- Gloves –
- Boots – Boots of Striding
- Head – Shadespell Circlet
- Amulet –
- Ring 1 –
- Ring 2 –
- Moonstrider
- AC – 18-19
- base spell DC – 13-14
- Initiative – +3-+5
- Main hand – Mourning Frost
- Off hand – Shield
- Ranged –
- Body – 14 or 15 AC Medium Armour
- Cloak –
- Gloves –
- Boots –
- Head –
- Amulet –
- Ring 1 –
- Ring 2 –
Level 3
- Hunter gets Hunter subclass and Colossus Slayer, boosting damage, especially from stealth.
- Tempest gets Silence spell. This will be useful throughout the game.
- Moonstrider gets Misty Step, useful in repositioning. They also gets Darkvision spell that they can cast on any party member without natural Darkvision.
Most honour mode players employ the strategy of not fighting before level 4. This guide will advise the same for cautious players on honour mode. Casting Disguise Self with the party leader and going to the Gith patrol alone will lead to a single Deception check for a good amount of XP. That and a little exploration will take you to level 4 quick.
Non-honour mode players can attempt any fight or exploration they wish.
Level 4
- Tiger gets Tiger’s Bloodlust[bg3.wiki] while raging, useful against mobs.
- With the exception of Tiger, party members get their 1st feat.
- Hunter gets hit rate boost.
- Tempest lands more spells.
- Moonstrider gets hit rate boost in Wild Shape.
Recommended fights at level 4
- Anders (Paladins hunting Karlach)
- Lump the Ogre
- Kagha and Shadow Druids (Kagha herself is optional)
- Harpies (with Silence spell from Desert circle at level 3)
- Goblin Camp exterior
- Priestess Gut (use Silence in her room)
- Minthara
- Minotaurs
- Ethel’s Red Caps
Doable at level 4, but much easier at higher level
- Dror Ragzlin
- Auntie Ethel
- Spider Matriarch
- Flind (Gnolls)
- Spectator
- Gekh Coal
Specifically not recommended at level 4
- Owlbear – they hit hard, and can knock the Moonstrider out of Wild Shape quickly.
There is no demo at this level as I tried out the party at lower level with a different composition design.
Level 5
- Tiger gets their 1st feat.
- Hunter gets their Extra Attack.
- Tempest gets level 3 spells.
- Moonstrider get Extra Attack in Wild Shape and level 3 spells.
Recommended fights at level 5
- All of the Wilderness and Underdark
- Grymforge (excluding Grym)
- Nere needs to be Hold Person-ed on honour mode. He has a retaliative Legendary Action. (or wait for level 6 to prone him with Owlbear form.)
- Mountain Pass including Crèche
- Inquisitor Ch’r’ai W’wargaz can be defeated promptly with either
- Exposing Bite from Wolf Wild Shape to force an auto-crit.
- Create Water – Call Lightning by your Druid-Cleric.
- Glyph of Warding Sleep or Hold Person might work, but on honour mode you need to drain his Legendary Resistance first. Shower him with actions that force Saving Throws, including normally useless ones like Woad’s Ensnaring Strike from the Wood Woad Shield, even Sacred Flame should do.
- Kith’rak Therezzyn can be surprised from behind by teleporting back to Crèche waypoint after defeating the Inquisitor.
- Death Shepherds – Deep Rothé shape is a good choice against the undead mob, as is Spike Growth. But you’ll need something else to kill the 2 Death Shepherds quickly. Once again Create Water – Call Lightning is a good choice. Hold nothing back if you’re on honour. You can’t risk it. Those Death Shepherds can re-raise one another.
- Inquisitor Ch’r’ai W’wargaz can be defeated promptly with either
Demo of some fights done at level 5.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. The demos are Honour mode. You don’t need this level of caution on other modes where you can reload.
There is only demo for Mountain Pass and Grymforge area because I tried out the earlier fights with a different composition design, before deciding to switch.
Mountain Pass and Grymforge
- 0:00 – Crèche Inquisitor Ch’r’ai W’wargaz
- 9:14 – Crèche Captain Kith’rak Therezzyn
- 13:43 – Death Shepherds at the Mountain Pass
- 19:52 – Crèche Infirmary
- 24:49 – Nere and Grymforge Duergars
Act 2
- Overall, Act 2 fights are different from Act 1 in that
- while your party raw power now can exceed that of enemies.
- there are some special mechanics for most fights, which you have to approach correctly.
- some boss are immune to physical damage until you deal elemental damage to him for a few rounds.
- some boss just throw really devastating bombs.
- some boss turn you to gold.
- in some fights your enemies are not targeting you. You’re instead protecting their target.
- etc.
- It’s now less about getting surprise round but more about dealing with these special mechanics.
Act 2 generally best-in-slot equipment and expected AC, base spell DC, and initiative
- Pouncing Tiger
- AC – 22
- Initiative – +5
- Main hand – Justiciar Scimitar
- Off hand – Safeguard Shield
- Ranged – Ne’re Misser and Hellfire Hand Crossbow
- Body – Graceful Cloth
- Cloak – Cloak of Protection
- Gloves – Luminous Gloves
- Boots – Boots of Stormy Clamour
- Head – Diadem of Arcane Synergy
- Amulet – Amulet of the Harpers
- Ring 1 – Ring of Protection
- Ring 2 – Callous Glow Ring
- Luminous Hunter
- AC – 22
- base spell DC –
- Initiative – +8
- Main hand – Blood of Lathander
- Off hand – Sentinel Shield
- Ranged – Titanstring Bow (apply Thunder damage from Drakethroat Glaive)
- Body – Yuan-Ti Armour
- Cloak – Thunderskin Cloak
- Gloves – Gloves of Dexterity
- Boots – Evasive Shoes
- Head – Grymskull Helm
- Amulet – Periapt of Wound Closure
- Ring 1 – Strange Conduit Ring
- Ring 2 – Ring of Spiteful Thunder
- Wild Tempest
- AC – 20
- base spell DC –
- Initiative – +4
- Main hand – Spellsparkler
- Off hand – Shield of Devotion
- Ranged – Bow of Awareness
- Body – Adamantine Splint Mail
- Cloak – Vivacious Cloak
- Gloves – Gloves of Belligerent Skies
- Boots – Boots of Striding
- Head – Hat of Storm Scion Power
- Amulet –
- Ring 1 – Coruscation Ring
- Ring 2 –
- Moonstrider
- AC – 20
- base spell DC –
- Initiative – +4
- Main hand – Mourning Frost
- Off hand – Wood Woad Shield
- Ranged – Darkfire Shortbow
- Body – Adamantine Scale Mail
- Cloak – Cloak of Elemental Absorption
- Gloves – Hellrider’s Gloves
- Boots – Vital Conduit Boots
- Head – Fistbreaker Helm
- Amulet – Amulet of Restoration
- Ring 1 – Whispering Promise
- Ring 2 –
Level 6
- Tiger gets extra attack.
- Hunter picks Ranger Knight as Favoured Enemy feature, allowing them to wear Grymskull Helm and heavy armour.
- Tempest gets Thunderbolt Strike, pushing foes affected by Lightning or Thunder damage away from them. Similar to Beginner Party 001, this will be key against Yurgir. It’ll also be a key ability further in the game from level 9 on.
- Moonstrider gets Land’s Stride, allowing them to walk freely on Spike Growth. They also gets Owlbear shape. They’ll use this the most alongside their Wolf form.
Recommended Fights at level 6
- Everything in Act 1, including Grym (google ‘owlbear from the top rope’, you’ll need 2 specific consumables).
- Act 2
- Marcus – prepare Lesser Restoration. It can un-paralyze Isobel if that happens. Moonbeam and water-Call Lightning are good spells to use based on the size of the room. Spike and Plant Growth can be walked on freely by Moonstrider.
- Kar’niss should be no issue since both Call Lightning, Moonbeam, and Tiger’s Bloodlust can damage him in Sanctuary.
- Thisobald Thorm is immune to all physical damage, but deal some elemental for a few rounds and he becomes vulnerable for 1 round. His attacks are based on elemental damage dealt to him. Either Acid or Radiant/Fire are recommended. (Radiant also results in Fire attacks). Lightning is explicitly not recommended.
- Gerringothe Thorm, aside from dealing damage based on gold you carry, has another dangerous ability on honour mode. She can turn enemies (you) near her into gold when one of her skulls is destroyed. This is why we’ll recommend going up with the lowest initiative character alone, while the other 3 hide away. That way you can sync you team’s initiatives.
- Malus Thorm is straightforward. Watch out for the nurse’s screech and paralysis from their poison throw, otherwise it’s just power vs power. Malus hits hard when he has the tools from his nurse. Spike Growth is once again useful.
- Halsin Portal – the easiest method remains Sleet Storm as demonstrated in my Beginner Party 001 guide, but Spike Growth method is possible. The demo will intentionally use this harder method. Moonstrider‘s Owlbear form can walk/jump on spikes without getting hurt.
- Oliver – Spike Growth is once again useful to eliminate some of Oliver’s friends as soon as they spawn. On honour mode the 1st death of Oliver’s ally each round will create a necrotic Silence dome, taking more and more space away from you.
- Yurgir can be attempted at level 6 with Tempest‘s Thunderbolt Strike[bg3.wiki] and Magic Missile from Psychic Spark[bg3.wiki] amulet while wielding Spellsparkler[bg3.wiki]. Yeeting him down neutralizes his first turn. It is then recommended to prone him with your Owlbear if you don’t want him to throw his ‘desperation bombs’.
- Balthazar should be killed in his lab. You want to burst him down before he cast Cloudkill[bg3.wiki] on his 2nd turn. Spread out if you fail the burst. He can usually walk out of any Silence dome so don’t expect to rely on that.
Demo of some fights done at level 6.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode. It is divided into 2 in-game days. How I split my days and how I choose the order of fights in a day is arbitrary.
- Day 1
- 0:00 – Marcus
- 9:42 – Kar’niss
- 19:56 – Thisobald Thorm
- 31:35 – Gerringothe Thorm
- 38:14 – Yurgir and Merregons
- Day 2 (Online 2024-06-25)
- 0:00 – Malus Thorm
- 8:54 – Halsin Portal
- 25:23 – Oliver
- 33:42 – Balthazar
Level 7
- Tiger gets Wolverine Aspect, which, without appropriate supporting gears, isn’t yet very useful. It’ll be useful when Hunter switches to full Radverb gears in Act 3.
- Hunter gets Defensive Tactics. Picking Escape the Horde allows Hunter to position closer to the frontline, with better defense against Opportunity Attacks.
- Wild Tempest gets Druid level, but the most useful spells will come at level 9 (Druid level 3).
- Moonstrider gets level 4 spells. The 2 new summon spells will be useful against Myrkul.
Recommended fights at level 7
- Anything, as long as you’re in Act 1 or 2.
- Refer to earlier levels section for fight strategies before the point of no return at Shadowfell.
- Assault on Moonrise Tower
- There are many ways to this, feel free to discover your own.
- We used Evard’s Black Tentacles from Strange Tendril Amulet as our core strategy in demo.
- If we were level 9 for the fight, our Wild Tempest would’ve had access to Lightning Charged Spike Growth, which should give most of the same effects.
- Rooftop fight against Ketheric Thorm
- Ketheric’s armour has a -2 flat damage reduction, meaning Callous Glow Ring, Caustic Band, etc. are useless against him.
- Calm Emotion if needed to counter Frightened effect.
Demo of some fights done at level 7. (Online 2024-07-01)
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
- 0:00 – Assault on Moonrise Tower (no taking out guards before fight)
- 20:29 – Rooftop fight against Ketheric Thorm
Level 8
- Tiger get Feral Instinct, a +3 boost in initiative and can’t be surprised.
- Hunter gets Land’s Stride and can now walk freely on Spike Growth.
- Wild Tempest gets Circle of the Land Subclass.
- Moonstrider gets Resilient Constitution, allowing them to hold Concentration better.
Recommended fights at level 8
- Anything in Act 1 and 2, including after the point of no return (going down Shadowfell and release or kill Nightsong).
- Refer to earlier levels section for pre-Shadowfell fight strategies.
- Act 2 finale including the boss can now be attempted.
- Ketheric-Myrkul
- This party can comfortably take down both Ketheric and Myrkul with Create Water – Call Lightning from both Wild Tempest and Moonstrider.
- Hunter should be responsible for casting Fog Cloud, so Wild Tempest and Moonstrider can use concentration on offense.
- Moonstrider‘s many summons can provide necromites control and tanking.
- Early Act 3 fights (not bosses) are also doable.
Demo of some fights done at level 8. (online 2024-07-02)
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
- 0:00 – Necrotic Laboratory in Illithid Colony
- 11:53 – Preparation for Myrkul
- 13:03 – Ketheric Thorm
- 27:00 – Myrkul
Credits
- Larian Studios for creating this masterpiece of a game.
- bg3 wiki[bg3.wiki] for most of the latest information on game mechanics and data.
- fextralife[baldursgate3.wiki.fextralife.com] for most of the information in the early months of the game, where bg3.wiki was still incomplete.
- Some lad on reddit whose name I fail to remember, who pointed out Spike Growth with Lightning Charge do work with Tempest Cleric’s feature.
And that wraps up our share on Baldur’s Gate 3: PXP party 002 (Spike Growth Party) – Builds and Walkthrough with Honour mode demo. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by paulxiep, who deserves all the credit. Happy gaming!