Welcome to our guide for Baldur’s Gate 3: PXP party 005 – Elements Party! In this guide, we will provide you with a full party build and walkthrough, including a demo on honour mode. This party utilizes 4 pairs of opposing elements – Fire-Ice, Light-Darkness, Earth-Lightning, and Thunder-Silence – to control and take down enemies. The party is made up of a Fire Evoker, Water Conjurer, Earth Warder, and Air Tempest, and is designed to trap enemies in a killing field using combinations of elements. We will continue to update this guide as we progress through Act 3, but are publishing it early for the benefit of our YouTube viewers. Let’s get started!
All Party Guides
- Beginner Party (with Astarion origin demo) – designed as a tutorial party that starts off simple, then increases in complexity as it gains level.
- Spike Growth Party (with Karlach origin demo) – thematic party that plays on Difficult Terrain mechanic with complete immunity to Spike Growth.
- Fire-Ice-Smash Party (with Wyll origin demo) – designed primarily to elevate Bludgeoning damage in Act 3 to compete with Bhaalist Armour.
- Irresistible Party (with Shadowheart origin demo) – party that always get their way, with the enemies always failing saves against their spells.
- (this guide) Elements Party (with Gale origin demo) – thematic party of 3 full casters focused on utilizing opposing elements of Light/Darkness, Fire/Ice, Earth/Lightning, and Silence/Thunder to shut down and control enemies.
- (coming soon) Astral Displacement Party (with Lae’zel origin demo) – thematic party focused on movement, both of their own mobility and of forcible displacement of their enemies.
Table of Contents
Here are the Sections and what they’re about.
- Introduction – what we’re doing.
- 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, and discusses 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 party designed around playing with the elements, originated from combining Wall of Fire with Sleet Storm.
- It is a Wizard party, where versatility lends itself well to, and rewards, pre-planning. This is not a brain-dead party that you can play cleanly with your brain shut down. (no negative connotation meant – being playable brain-dead is actually viewed as a virtue by me as far as party design is concerned)
- Played right, they’re totally not dependent on consumables or illithid power. The party’s supposed to be very playable without investing your time in farming consumables, and ‘keeping true’ to the spirit of the game – avoid becoming Mind Flayer.
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.
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.
- Spare Nightsong, so Dammon survives into the Act 3
- Don’t slaughter the murder tribunal initially. Become their assassin to unlock their shop, get what you need, then you can slaughter them.
Party Overview
- Fire Evoker
- Light Domain Cleric 2 / Evocation School Wizard 10
- User of Fire. Illuminate enemies with Magic Missile to neutralize their attack rolls and cast Wall of Fire to keep whittling away their HP.
- Evocation for Wall of Fire that doesn’t harm party. Cleric level is mainly there for armour and Persuasion proficiency.
- Water Conjurer
- White Draconic Sorcerer 7 / Fey (Pact of the Blade) Warlock 5
- User of Water in the form of Ice. Mainly cast Sleet Storm to lock down enemies’ movement, but some times also casts Darkness. Blast enemies back into the killing zone when needed.
- Classes are split to maximize the number of potential Sleet Storm per day. Having Eldritch Blast and Devil’s Sight are very welcomed bonuses.
- Earth Warder
- College of Swords Bard 6 / Abjuration School Wizard 6
- User of Earth. Master of Weapon attacks and Arcane Ward defense, in addition to casting Plant Growth. In addition, wears Snowburst Ring to create Ice patches to control enemies.
- Based on idea of a Swords Wizard similar to Party 001, but more focused on drawing attention and generally taking hits than being a control caster.
- Air Tempest
- Tempest Domain Cleric 6 / Way of Shadow Monk 6
- User of Air. Use Thunder Trident (Nyrulna) to push enemies, then cast Silence to shut any spellcaster down. Create electrified water that pushes enemies away. Also casts Darkness.
- In addition to the utility of pushing enemies, provides early game Cleric for survivability and Act 2 power.
Pros
- Great area control capabilities with Ice, Lightning, Darkness, and Silence, and many abilities to push enemies into the trap.
- Shut down enemies completely with Radiating Orb, Darkness, and Silence.
- Ice surface to trap enemies in your Wall of Fire.
- Focus on concentration spells for better value for your spell slots.
- Double Wizard flexibility and adaptability. Particularly potent in the hands of players who know the encounters and the spells.
- 3 Counterspellers at Level 12 (1 at Level 7 and 2 at level 10)
Cons
- Generic lack of hard-control (Hold) capabilities due to insufficient DC.
- Low focus on actually killing boss enemies.
- Low hit dice (base class HP gain per level). This will be made up for by Arcane Ward, but that comes late.
Important
This is a Wizard party. It is designed to be led by a Wizard, and the original composition was to contain 3 Wizards. What Wizards need to do is pre-planning to determine what spells and plan will be used to tackle each problem. Don’t get fixated by each character’s primary element. You’ll find:
- Fire Evoker is well-versed in Water and Lightning.
- Water Conjurer makes effective use of Fire Acuty and also gets Heart of the Storm.
- Earth Warder himself is a Wizard and creates ice patches with bow.
- Air Tempest also utilizes radiant damage.
- You don’t need to use only elemental spells.
Key takeaway is – play this party as a Wizard would – is the key to success.
1st member – Fire Evoker
- Human for free skill proficiency to put in Deception or Intimidation
- Any Race, but with a Background that gets Deception or Intimidation
Role in party
- Party face and Trader
- Wall of Fire
- Magic Missile with Radiating Orb and Reverberation debuffs.
- Markoheshkir
- Wizard
Class composition
- Light Domain Cleric 2
- Evocation School Wizard 10
Leveling
CWWWWWWWWWWC
C for Cleric and W for Wizard. Start in Cleric for option to pick Persuasion proficiency and Armour, then Wizard 10 for Empowered Evocation. Finish as Cleric.
General Stats
- Ability Scores – 3 numbers are represented. They’re, in order, final ability score, final raw ability score, and initial raw ability score. If you’re not playing the Fire Evoker as party leader, dump Cha and put more points in Dex and Wis
- Str – 8 (8, 10)
- Dex – 8 (8, 10)
- Con – 16 (16, 16)
- Int – 20 (17, 14) +2 from Mirror of Loss
- Wis – 10 (10, 8)
- Cha – 14 (14, 14)
- HP – 89
- AC – 22
- Raw Spellcasting DC – 18
- Initiative – +0
- Feats
- ASI
- Duel Wielder
- (not feat) Ethel’s hair +1 Int
Choices on level up
- Proficiency in Persuasion at 1st level. (if chosen as party leader)
Equipments
- Main hand – Markoheshkir
- Off hand – Rhapsody
- Ranged – Ne’re Misser and Hellfire Hand Crossbow
- Body – Helldusk Armour
- Cloak – Thunderskin Cloak
- Gloves – Luminous Gloves
- Boots – Boots of Stormy Clamour
- Head – Steelwatcher Helmet or Hood of the Weave
- Amulet – Psychic Spark or Amulet of Elemental Torment
- Ring 1 – Callous Glow Ring
- Ring 2 – Coruscation Ring
1st member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
- Level 9
- Level 10
- Level 11
- Level 12
2nd member – Water Conjurer
- Human
- Half-elf
We’re after the racial Shield proficiency.
Role in party
- Party face and Trader (yes, you can totally play this member as party leader)
- Sleet Storm – you’ll be able to cast this 11 times per day, if you choose to.
- Heart of the Storm (to mop up low HP enemies like Cazador’s bats)
Class composition
- Storm Sorcery Sorcerer 7
- Archfey Pact of the Blade Warlock 5
Leveling
SWWSSSSWWWSS
S for Sorcerer and W for Warlock. Start with Sorcerer for Con save proficiency, then 2 Warlocks for Eldritch Blast, get Sleet Storm from Sorcerer class, get level 3 Warlock spell slots, then finish with Sorcerer.
General Stats
- Ability Scores – 2 numbers are represented. They’re, in order, final ability score, and raw ability score.
- Str – 8 (8)
- Dex – 14 (14)
- Con – 16 (16)
- Int – 8 (8)
- Wis – 12 (12)
- Cha – 20 (16) +2 from Mirror of Loss
- HP – 91
- AC – 21
- Raw Spellcasting DC – 21
- Initiative – +5
- Feats
- ASI
- ASI
Choices on level up
- Sorcerer Spells
- will be added
- Warlock Spells
- will be added
- Warlock Invocations
- Agonizing Blast
- Repelling Blast
- Devil’s Sight
Equipments
- Main hand –
- Off hand – Viconia Walking Fortress
- Ranged – Hellrider Longbow
- Body – Potent Robe
- Cloak – Robe of Protection
- Gloves – Helldusk Gloves
- Boots – Helldusk Boots
- Head – Birthright or Hat of Fire Acuity
- Amulet – Amulet of the Devout
- Ring 1 – Ring of Protection
- Ring 2 –
2nd member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
- Level 9
- Level 10
- Level 11
- Level 12
3rd member – Earth Warder
We’re after the racial Longbow proficiency.
Role in party
- Sleight of Hand
- weapon attacks
- semi-tank
- Glyph of Warding
- occasional hard control (Hold Monster)
- Ice surface patches with Snowburst Ring
- Wizard
Class composition
- College of Swords Bard 6
- Abjuration School Wizard 6
Leveling
BBBBBBWWWWWW
B for Bard and W for Wizard. Get extra attack with Bard, then the rest in Wizard.
General Stats
- Ability Scores – 3 numbers are represented. They’re, in order, final ability score, final raw ability score, and initial raw ability score.
- Str – 8 (8, 8)
- Dex – 18 (16, 17) +2 from Mirror of Loss
- Con – 23 (8, 16)
- Int – 16 (16, 15)
- Wis – 12 (12, 8)
- Cha – 14 (14, 8)
- HP – 129
- AC – 18
- Raw Spellcasting DC – 17
- Initiative – +6
- Feats
- ASI
- Sharpshooter
Choices on level up
- Bard Spells
- will be added
Equipments
- Main hand – Dolor Amarus
- Off hand – Dolor Amarus
- Ranged – Dead Shot or Gontr Mael (apply Cold damage from Drakethroat Glaive)
- Body – Bhaalist Armour
- Cloak – Cloak of the Weave
- Gloves – Craterflesh Gloves or Reviving Hands
- Boots – Disintegrating Nightwalkers
- Head – Helmet of Arcane Acuity
- Amulet – Amulet of Greater Health
- Ring 1 – Snowburst Ring
- Ring 2 – Eversight Ring (when using Darkness), or Band of the Mystic Scoundrel
3rd member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
- Level 9
- Level 10
- Level 11
- Level 12
4th member – Air Tempest
- Thunderous Strike (pushes foes when dealing Lightning or Thunder damage)
- Cleric with level 6 powers
- Act 2 Cleric
- Melee attacks
- Darkness and Silence
Class composition
- Tempest Domain Cleric 6
- Way of Shadow Monk 6
Leveling
CCCCCCMMMMMM
C for Cleric and M for Monk. Level Cleric to 6 for Thunderous Strike and Act 2 Cleric support, then the rest in Monk for Act 3 strike power.
General Stats
- Ability Scores – 3 numbers are represented. They’re, in order, final ability score, final raw ability score, and initial raw ability score.
- Str – 8 (8, 8)
- Dex – 18 (17, 15) +2 from Mirror of Loss
- Con – 16 (14, 16)
- Int – 12 (12, 8)
- Wis – 16 (15, 17)
- Cha – 8 (8, 8)
- HP – 99
- AC – 19
- Raw Spellcasting DC – 17
- Initiative – +4
- Feats
- ASI
- Great Weapon Master
Choices on level up
- No choice needed
Equipments
- Main hand – Nyrulna
- Off hand – empty
- Ranged – Vicious Shortbow
- Body – Vest of Soul Rejuvenation
- Cloak – Cloak of Displacement
- Gloves – Gloves of Soul Catching
- Boots – Watersparkers
- Head – Mask of Soul Perception or Helldusk Helmet when using Darkness
- Amulet – Fey Semblance Amulet
- Ring 1 – The Sparkswall
- Ring 2 – Whispering Promise or Band of the Mystic Scoundrel
4th member – Visual level up guide
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
- Level 6
- Level 7
- Level 8
- Level 9
- Level 10
- Level 11
- Level 12
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
Level 3
Level 4
- Fire Evoker should already have Burning Hands and level 2 Wizard spells.
- Water Conjurer gets Metamagic at level 2 Sorcerer. They should already have Eldritch, Agonizing, and Repelling Blast.
- Earth Warder gets the 1st feat and puts it in ASI. They should already be a College of Swords Bard.
- Air Tempest gets the 1st feat and puts it in ASI. They should still be using a lot of weapon attacks, having invested 16 points in Dex)
Party is now
- Light Cleric 1 / Evocation Wizard 3
- Storm Sorcerer 2 / Fey Warlock 2
- Swords Bard 4
- Tempest Cleric 4
Recommended fights at level 4 – see list in the demo below. These are selected fights for level 4 based on my experience.
Demo of some fights done at level 4.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
- 0:00 – Mud Mephits
- 8:58 – Kagha and Shadow Druids
- 17:52 – Harpies (save Mirkon)
- 25:51 – Anders (fake Paladins hunting Karlach)
- 27:38 – Priestess Gut
- 28:47 – Minotaurs
- 33:49 – Minthara
- 36:26 – Dror Ragzlin
- 36:32 – Lump (3 Ogres)
Level 5
- Fire Evoker gets the 1st feat and puts it in ASI. They should learn Glyph of Warding and level 3 Evocation spells from scrolls.
- Water Conjurer gets Quickened Spell Metamagic.
- Earth Warder gets Plant Growth and now recharges Bardic Inspiration on Short Rest, allowing many more Flourish uses.
- Air Tempest gets level 3 Cleric spells.
Party is now
- Light Cleric 1 / Evocation Wizard 4
- Storm Sorcerer 3 / Fey Warlock 2
- Swords Bard 5
- Tempest Cleric 5
Party snapshot at level 5, before the inquisitor fight
Recommended fights at level 5
- All of the Wilderness
- All of the Underdark including Grymforge
- Nere should be Hold Personed on honour mode, to disable his retaliative Legendary Action.
- All of the Mountain Pass including Crèche
- Inquisitor Ch’r’ai W’wargaz – it is recommended to defeat him Glyph of Warding: Sleep, which he has low save against.
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. Demo is honour mode.
- Wilderness & Underdark
- 0:00 – Auntie Ethel
- 8:13 – Flind (Gnolls at the cave in missing caravan quest)
- 13:19 – Gekh Coal
- 19:50 – Phase Spider Matriarch
- 24:01 – Nere & Grymforge Duergars
- Mountain Pass
- 0:00 – Crèche Inquisitor Ch’r’ai W’wargaz
- 8:17 – Crèche Captain Kith’rak Therezzyn
- 11:23 – Death Shepherds
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 throw really devastating bombs that can kill your whole party immediately.
- 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.
Party-specific comments
Act 2 generally best-in-slot equipment and expected AC, base spell DC, and initiative
- Fire Evoker
- AC – 20
- Initiative – +4
- Main hand – Melf’s 1st Staff
- Off hand – Shield of Devotion
- Ranged – Darkfire Shortbow
- Body – Luminous Armour
- Cloak – Cloak of Protection
- Gloves – Gloves of Dexterity
- Boots – Boots of Stormy Clamour
- Head – Holy Lance Helm
- Amulet – Psychic Spark
- Ring 1 – Coruscation Ring
- Ring 2 – Callous Glow Ring
- Water Conjurer
- AC – 20
- Initiative – +4
- Main hand – Blood of Lathander
- Off hand – Adamantine Shield
- Ranged – Bow of Awareness
- Body – Potent Robe
- Cloak – Vivacious Cloak
- Gloves – Daredevil Gloves
- Boots – Evasive Shoes
- Head – Fistbreaker Helm
- Amulet – Spineshudder Amulet
- Ring 1 – Ring of Protection
- Ring 2 – Sunwalker’s Gift
- Earth Warder
- AC – 19
- base spell DC –
- Initiative – +5
- Main hand – Knife of the Undermountain King
- Off hand – Sussur Dagger
- Ranged – Ne’re Misser and +1 Hand Crossbow
- Body – Yuan-Ti Armour
- Cloak – Cloak of Elemental Absorption
- Gloves – Gloves of Archery
- Boots – Disintegrating Nightwalkers
- Head – Helmet of Arcane Acuity
- Amulet – Broodmother’s Revenge (against living enemies)
- Ring 1 – Caustic Band
- Ring 2 – Whispering Promise
- Air Tempest
- AC – 20
- Initiative – +3
- Main hand – Spellsparkler
- Off hand – The Real Sparky Sparkswall
- Ranged – +1 Hand Crossbow and Hellfire Hand Crossbow
- Body – Dark Justiciar Armour
- Cloak –
- Gloves – Gloves of Belligerent Skies
- Boots – The Watersparkers
- Head – Grymskull Helmet
- Amulet – Periapt of Wound Closure
- Ring 1 – The Sparkswall
- Ring 2 –
Level 6
- Fire Evoker gets access to Counterspell.
- Water Conjurer gets the 1st feat and puts it in ASI to increase Eldritch Blast damage and accuracy.
- Earth Warder gets Extra Attack.
- Air Tempest gets Thunderous Strike, pushing foes away when dealing Lightning or Thunder damage.
Party is now
- Light Cleric 1 / Evocation Wizard 5
- Storm Sorcerer 4 / Fey Warlock 2
- Swords Bard 6
- Tempest Cleric 6
Recommended fights at level 6
- All of Act 1
- All of Act 2 before Shadowfell
- Malus Thorm and his nurses Legendary Action can be bypassed with Plant Growth or Sleet Storm and attacking from range., at least in Patch 6.
- Yurgir can be neutralized for the 1st turn by yeeting him down with Eldritch Blast.
- Halsin Portal fight can be handled effortlessly with Sleet Storm, to neutralize all walking enemies on the woods side.
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.
- Act 2 Day 1
- 0:00 – Marcus
- 9:51 – Kar’niss
- 15:38 – Malus Thorm
- 27:01 – Yurgir & Merregons
- 42:30 – Balthazar
- Act 2 Day 2 (online 2024-10-05)
- 0:00 – Halsin Portal
- 11:36 – Oliver
- 20:06 – Thisobald Thorm
- 30:26 – Gerringothe Thorm
Level 7
- Fire Evoker gets Potent Cantrips, basically Acid Splash gets some buff.
- Water Conjurer gets Sleet Storm.
- Earth Warder takes 1st level in Wizard and can now learn up to level 4 Wizard spells. Wizard is the main spell list they’ll be casting.
- Air Tempest takes 1st level in Monk.
Party is now
- Light Cleric 1 / Evocation Wizard 6
- Storm Sorcerer 5 / Fey Warlock 2
- Swords Bard 6 / Wizard 1
- Tempest Cleric 6 / Monk 1
Recommended fights at level 7
- All of Act 1
- All of Act 2 before following Ketheric down the mind flayer colony
- Moonrise Assault – assuming no taking out any guard beforehand, can be tackled efficiently with the party’s signature combo – Wall of Fire and Sleet Storm.
Demo of some fights done at level 7. (online 2024-10-07)
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
- 0:00 – Ch’r’ai Tska’an (Githyanki ambush at the bridge)
- 7:33 – Moonrise Assault (no taking out guards beforehand)
- 26:52 – Ketheric Thorm rooftop fight
Level 8
- Water Conjurer gets Pact of the Blade, allowing them to hit with their weapons if needed.
- Earth Warder gets Abjuration subclass.
- Air Tempest gets Step of the Wind, allowing more mobility on demand.
Party is now
- Light Cleric 1 / Evocation Wizard 7
- Storm Sorcerer 5 / Fey Warlock 3
- Swords Bard 6 / Abjuration Wizard 2
- Tempest Cleric 6 / Monk 2
Party snapshot before the Apostle of Myrkul fight
Recommended Fights at level 8
- All of Act 2
- Ketheric-Myrkul – The efficient weapons against Myrkul are Water Conjurer‘s Eldritch Blast and Air Tempest‘s Call Lightning. And with 2 Wizards, you can utilize many summons to crown control necromites and tank Myrkul on the platform. (recommended Mud/Earth element for elementals and Zombie for Animate Dead.)
Demo of some fights done at level 8. (online 2024-10-09)
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
- 10:20 – Summons and preparation for Myrkul
- 11:15 – Ketheric Thorm
- 25:38 – Apostle of Myrkul
Act 3
- Generic comments on Act 3 fights
- Act 3 fights have all sorts of flavours, with one thing in common in contrast to earlier Acts;
- The enemies are very strong offensively. In contrast to Act 2 finale Myrkul, who can barely damage you but is a marathon to take down, in Act 3 enemies will be pitting their offense against you.
- Which is why ‘nova’ or burst damage is the generally preferred strategy. Without consumables and illithid power, the demo’s burst will be less powerful than with. At this point consumables are simply balance shattering, that’s why we do demo without them to still have something to think for.
- It is possible to play with a composition without burst, but it’s much harder.
- The enemies are very strong offensively. In contrast to Act 2 finale Myrkul, who can barely damage you but is a marathon to take down, in Act 3 enemies will be pitting their offense against you.
- In Act 3, in some fights you’ll be on the back foot in raw power again, but only if you let the enemies release their full offensive capabilities. Ansur is the best example of this. Nothing survives their ‘attacks’ for long.
- In others, there are special mechanics like most of Act 2, and some are real extreme. The main plot boss Orin the Red in particular, there’s 0% chance of beating them without dealing with their special mechanics with the right tools. Power won’t even come into play while that special mechanics last.
- Act 3 fights have all sorts of flavours, with one thing in common in contrast to earlier Acts;
- Party-specific comments
Level 9
- Fire Evoker gets 2nd feat and takes Dual Wielder. They also gets level 5 spells through scrolls.
- Water Conjurer gets 2nd feat to once again boost the potency of their Eldritch Blast.
- Earth Warder gets level 5 spells through scroll learning.
- Air Tempest gets Way of Shadow subclass, now able to cast Darkness and Silence with their Monk Ki.
Party is now
- Light Cleric 1 / Evocation Wizard 8
- Storm Sorcerer 5 / Fey Warlock 4
- Swords Bard 6 / Abjuration Wizard 3
- Tempest Cleric 6 / Shadow Monk 3
Demo of some fights done at level 9.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.
- Part 1 (Day 1, before any rest) (online 2024-10-22)
- 0:00 – Sarevok Anchev
- 5:01 – Cazador Szarr
- 14:08 – House of Grief (Viconia DeVir and Sharrans)
- Part 2 (Day 1, after Song of Rest) (online TBA)
- 0:00 – Raphael
- 11:19 – Lorroakan
- TBA – Auntie Ethel
Level 10
- Water Conjurer gets level 3 Warlock slots, now able to cast Sleet Storm 10 times per Short rest.
- Water Conjurer also gets Pact of the Blade Extra Attack, allowing them to contribute some martial support on the front line.
- Earth Warder gets 2nd feat.
- Air Tempest gets 2nd feat.
Party is now
- Light Cleric 1 / Evocation Wizard 9
- Storm Sorcerer 5 / Fey Warlock 5
- Swords Bard 6 / Abjuration Wizard 4
- Tempest Cleric 6 / Shadow Monk 4
Level 11
- Fire Evoker gets Empowered Evocation, greatly strengthening their Magic Missiles and cantrips. They also get level 6 Wizard spells through scrolls.
- Water Conjurer gets Heart of the Storm, dealing AoE damage around themselves when they cast Lightning or Thunder damage.
- Earth Warder gets level 6 Wizard spells through scrolls.
- Air Tempest gets Extra Attack. They now contribute a lot martially and tactically with pushing with their Nyrulna.
Party is now
- Light Cleric 1 / Evocation Wizard 10
- Storm Sorcerer 6 / Fey Warlock 5
- Swords Bard 6 / Abjuration Wizard 5
- Tempest Cleric 6 / Shadow Monk 5
Level 12
- Fire Evoker gets Channel Divinity (Radiant of the Dawn). It can be mainly used to mass-apply Radiating Orbs and Reverberations to mass enemies.
- Water Conjurer gets level 4 Sorcerer spells.
- Earth Warder now can stack 12 layers of Arcane Ward.
- Air Tempest Shadow Step, greatly increasing their mobility and their potential to cause havoc with their push attacks.
Party is now
- Light Cleric 2 / Evocation Wizard 10
- Storm Sorcerer 7 / Fey Warlock 5
- Swords Bard 6 / Abjuration Wizard 6
- Tempest Cleric 6 / Shadow Monk 6
And that wraps up our share on Baldur’s Gate 3: PXP party 005 (Elements 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!