25 Secret Features Baldur's Gate 3 Never Tells You About (Tips & Tricks)

1,363,638
0
Published 2023-08-08

All Comments (21)
  • @gregs9210
    one of the most overlooked secrets is that when you are in dialogue you can select your other party members in the bottom left to position them before starting the fight
  • @tonyzambone762
    Note on the throwable potions: Throw it at the ground, not the person. The bottle hitting the party member still does damage, especially if the person throwing the potion has high strength for throwing enemies. Last night our barbarian threw a potion directly at me when I was at low HP and it downed my character and then immediately got me back up šŸ˜…
  • @qawi272
    How does this man simply start without a boring intro and provides top notch tips and tricks?! I thought it was impossible.
  • @derpypenguin8737
    Just a word of caution about long resting. By entering certain areas, you can set off events related to that area, and if you long rest, those events can essentially proceed without you, killing off npc's that could have been saved amongst other things.
  • @heyguyslolGAMING
    I've been using "Sleep" a lot to cc enemies. One thing I noticed is that sometimes enemies companions will actually wake up the enemies you have slept so to counter that there are stuffed teddy bears in the game. If you sleep an enemy, you can on your next turn throw a teddy bear at that enemy which will make that enemy enter into a deep sleep at which point they start to suck their thumbs and become immune to being woken up until the sleep turns have ended. Very cool mechanic.
  • @Zaphod1620
    Alt does NOT show all interactable items, just some . You will miss a lot of you rely on that. Look at desks, bookshelves, etc. There are LOTS of valuable items just laying there that you won't see with Alt.
  • @fogryu
    Just in case ! ā² - TimeStamps : 0:00 Throwable Items 0:38 Shared Inventories 1:03 Push 1:55 Mage Hand 2:02 Crates 3:04 Affiliate Code placement 3:13 Candle/Weapon Dip 3:42 Trade 4:09 Merchants 5:26 Turn Based Mode 5:58 Attack of Opportunity 6:27 Ranged Attack Debuff 6:37 Inventory Management 7:07 Weight 7:52 Long Rest 8:04 Locked Chest for Later 8:21 Dice Color 8:33 Wyll & Karlach 8:51 Hotckeys 10:17 Expand Quick Use Menu 10:27 Outro Easier to find one specific infos with that! Thanks for this amazing video, a lot of good infos pack in 10 minutes!
  • @LordBaktor
    Another good beginner tip is to go to your "Reactions" tab and activate all of them for all your characters and, crucially, tick the "Ask" box on all of them. Now the game will ask you if you want to use a reaction whenever it is applicable and if you notice that you always click yes on some of them (like Sneak Attack) you can untick the "Ask" box on it while leaving it ticked on the ones that you want to be able to think about (like Divine Smite).
  • @TheShattubatu
    Just to clarify the high ground advantage (from the crate stacking trick) is just a +2 to attack rolls (10% increase), not advantage. Also, after sending chests to your camp, instead of lockpicking them all 1-by-1, you can put them around a smokepowder barrel and KABOOOM! AFAIK this doesn't damage the items in the chest!
  • @Sarydormi
    Some loot containers you can pick up and send to your camp. In the camp chest you can use them to sort things into them like files into folders. Makes navigating the camp chest a lot easier. And then you can pick up the container with loot from the camp and sell it to a vendor as single item, for the full price of everything inside.
  • @LouwNieuwoudt
    Another hint: If you have no small party members, you can use the disguise self spell if you have it to make yourself into a small race. That way you can enter certain places medium races cannot.
  • @TheSolitaryEye
    There's typically a general goods vendor (in act 1 it's the gnome at the grove). They always stock a camp supply which will get you a long rest. For some reason, these are really easy to pickpocket so long as your sleight of hand is good. Almost impossible to fail. Since you get it for free and long rest triggers them to restock, it's pretty much impossible to run out of long rests.
  • @dieforfunk
    Its crazy how much attention to detail and ingenuity this game has, Iā€™m honestly blown away. It feels so awesome coming up with strategies outside the box and actually having them work, to win hard fights. I had one encounter that was especially hard, so what I ended up doing was stacking a bunch of explosive barrels and lighting them on fire with a fire arrow exploding in blazes of glory one-shotting the entirety of the enemies that had me stuck for over an hour. I love this game.
  • @rickinielsen1
    Put one of the provision bags in your Traveler's Chest in camp. It should, at least some times, automatically pick up any food you send to the camp. Helps declutter the chest a lot.
  • @tyelab
    I can say Baldur's Gate 3 has made its way to the top of my gaming tier list along with Divinity Original Sin 2 & The Witcher 3. Thanks for all the helpful tips on my next playthrough! :)
  • @VaughanDavies
    Another useful tip, if you're having trouble targeting someone, both an ally or an enemy, you can click on the portraits of either the turn order or your party order. It'll even say "Path interrupted" if you can't reach them.
  • @Cyb3rM1nd
    Must note: Mage Hand is not invisible. There does exist an invisible version for Arcane Trickster Rogues and for Githyanki. The standard Mage Hand is visible and can be detected by enemies. The full release version of this game has improved Mage Hand - it can now remotely activate buttons and levers.
  • @keldor8302
    A piece of advice that nearly every guide and youtuber seems to miss. That ive been trying to post every where i can: Torches. They are broken early game. They arent just for sitting in your inventory and pressing the torch button on the ui to have light. They are in faft a club weapon. And basically one with a fire enchant. This has two implications. 1 - As a club, it works with a druid's Shillelagh cantrip. Which will increase the club damage from 1d4 to 1d8. As well as make your attack modifier wisdom. This means a druid or nature cleric has access to a one handed weapon that can do as much damage as a greatsword/axe. Due to it being 1d8+1d4(fire damage). This makes a level two dip into druid with shadowheart one of the best decisions you can make until you unlock respec and have the money to do so. Also of note, the cantrip makes it a magic weapon whilst active. Circumventing resistances to non-magical weapons by some monsters. So the torch has a LOT of miles on anyone with this cantrip. 2 - You can throw them and get the fire damage effect along with the crushing damage from an elevated position. Making them the best non-throwing weapon in the game to throw. As you'll pick up plenty and not need to buy multiples of them. I hope this helps people.
  • @rowanrooks
    Love reading tips from other viewers in the comments, so I would add that it's worthwhile to collect visually distinct containers to keep in the camp storage chest. There's A LOT of items in this game, so I separate out good armor and weapons, quest items, extra supplies, camp clothes, dye, etc. Also, enchanted amulets and rings are very light and it's worth it to keep the good ones in a pouch on your main character. A lot of the spells on those items can only be used once per long rest, so you can swap it out for something else.