Baldur’s Gate 3: PXP party 004 (Irresistible Party) – Builds and Walkthrough with Honour mode demo (2024)

Welcome to our comprehensive guide for Baldur’s Gate 3’s PXP party 004 (Irresistible Party) build and walkthrough, featuring a demo on honour mode. This party focuses on classes with a strong spell-casting ability, making their spells irresistible and always landing. Hold Person/Monster and auto-crit Paladin Smites are the signature moves of this party. Our party includes the Orateur Fanatique (6/6 – Paladin/Bard), Braindrain Knight (12 – Fighter), Elemental Trickster (10/2 – Rogue/Wizard), and Heightenspeller (2/10 – Druid/Sorcerer). We have a demo for level 6-7 fights, with more to come for level 8-12 as soon as production is complete. This guide and demo were created in Patch 6, but stay tuned for updates with the release of Patch 7. Let’s dive in!

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.
  • (this guide) Irresistible Party (with Shadowheart origin demo) – party that always get their way, with the enemies always failing saves against their spells.
  • (coming soon) Opposites Party (with Gale origin demo) – thematic party of 3 full casters focused on utilizing opposing elements of Light/Darkness, Fire/Ice, and Silence/Thunder to shut down 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

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.

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

This is a full party build example and general guide for party synergies.

  • It is a party designed to put Hold Person/Monster spells on steroids, by stacking measures to ensure the enemies always fail their saving throws, and by fielding a Paladin to best take advantage of auto-crit attacks.
  • They’re also 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

Storyline affects which merchants and items are available.

  • 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.
  • Not strictly necessary, but done so because the demo is playing Origin Shadowheart. The demo spared the Nightsong, allowing Boots of Persistence to be purchased while forgoing Shar’s Spear. Shar’s Spear on the other hand will open up more opportunities for Arcane Trickster to hide and cause mayhem.

Party Overview

The full party comprises these 4 character concepts.

  • Orateur Fanatique
    • Oath of Vengeance Paladin 6 / College of Lore Bard 6
    • ‘Fanatical Orator’, but written in French so the emphasis is on being a fanatic to the English speakers’ ears. Fanatic is a suitable word for an Oath of Vengeance Paladin. Orator is a suitable description for College of Lore Bard. We choose this mix for access to cutting words while retaining all level 1-4 slots (6 can’t be used for Divine Smites, and 5 gains no benefit over level 4 slots). We also decided that Banishing Smite is less desirable than an extra off-hand Divine Smite.
    • for both Smites and Cutting Words to force enemies to fail saves against Hold Person/Monster.
  • Braindrain Knight
    • Eldritch Knight Fighter 12
    • an Eldritch Knight wearing Braindrain Gloves to apply Mental Fatigue to help those Hold spells land more easily, in addition to constantly hitting 3 times a turn, of course.
    • will be mainly responsible for applying Mental Fatigue. Can attack and cast low-level spells very effectively too.
  • Elemental Trickster
    • Arcane Trickster Rogue 10 / Divination Wizard 2
    • an irresistible spell support if played with consumables. Even without consumables, the Arcane Trickster ‘guaranteed’ casting still proves very useful
    • mainly responsible for Hold Person, Markoheshkir nuke, and any item spell cast.
  • Heightenspeller
    • Circle of Spore Druid 2 / Brass Draconic Sorcerer 10
    • another irresistible spell support which requires a little more set up than the Elemental Trickster. The pro is the Heightenspeller can naturally cast higher-level spells.
    • responsible for Hold Monster and generic high-level spells. Haste Spore can be secret weapon in clutch fights, like against the undead dragon who’s immune to Hold spells.

Pros

  • Always have their way. Since they have many measures to ensure their spells land, you hardly ever need a plan B.
  • Supreme burst damage against single target when the Hold spell lands.
  • Good ranged attack capabilities – perfect for early levels (level 4 and below).
  • Without consumables, this party is already plenty strong. With consumables, this party is practically god mode with unlimited irresistible spells.

Cons

  • Paladin smites can run out quite fast if you’re liberal with it.
  • Un-Hold-able enemies can be the bane of this party.

1st member – Orateur Fanatique

Role in party

  • Damage Dealer
  • Cutting Words to help enemies fail saving throw
  • Party face and Trader

Class composition

  • Oath of Vengeance Paladin 6
  • College of Lore Bard 6

Leveling
PPPPPBBBBBPB
P for Paladin and B for Bard. Take 5 levels in Paladin to get Extra Attack, 5 in Bards for Inspiration restoration on Short Rest, then the rest as written.

General Stats

  • Ability Scores – 2 numbers are represented. They’re, in order, final ability score, and raw ability score.
    • Str – 8 (8)
    • Dex – 20 (17) +2 from Mirror of Loss (not possible in the demo due to playing Selûne Shadowheart)
    • Con – 14 (14)
    • Int – 8 (8)
    • Wis – 10 (10)
    • Cha – 16 (16)
  • HP – 94
  • AC – 20
  • Raw Spellcasting DC – 15
  • Initiative – +7
  • Feats
    • Savage Attacker
    • ASI
    • (not feat) Ethel’s hair +1 Dex

Choices on level up

  • Proficiency in Persuasion and Intimidation at 1st level.
  • Proficiency in Deception at 1st Bard level.
  • Expertise in Persuasion, and another skill of your choice at 3rd Bard level

Equipments

  • Main hand – Dolor Amarus[bg3.wiki]
  • Off hand – Dolor Amarus[bg3.wiki] or Bloodthirst
  • Ranged – Vicious Shortbow[bg3.wiki]
  • Body – Bhaalist Armour[bg3.wiki]
  • Cloak – Cloak of Protection[bg3.wiki]
  • Gloves – Craterflesh Gloves[bg3.wiki] (effects might not survive Patch 7)
  • Boots – Boots of Persistence[bg3.wiki] or Helldusk Boots[bg3.wiki]
  • Head – Sarevok’s Helmet[bg3.wiki]
  • Amulet – (unless getting Githzerai Mind Barrier, absolutely equip Fey Semblance Amulet – you’ll need it for the brain fight)
  • Ring 1 – Killer’s Sweetheart[bg3.wiki] (once per day)
  • Ring 2 – Crusher’s Ring[bg3.wiki] – mostly you want to save the bonus action for extra chance to critted smite instead of using it to close the distance.

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 – Braindrain Knight

Role in party

  • Secondary Damage Dealer
  • Mental Fatigue
  • Fog Cloud for Elemental Trickster to hide.
  • Hold Person
  • (if using consumables) Hold Monster

Class composition

  • Eldritch Knight Fighter 12

Leveling
FFFFFFFFFFFF
Take 12 straight Fighter levels

General Stats

  • Ability Scores – 2 numbers are represented. They’re, in order, final ability score, and raw ability score.
    • Str – 8 (8)
    • Dex – 20 (16) +2 from Mirror of Loss
    • Con – 14 (14)
    • Int – 16 (16)
    • Wis – 12 (12)
    • Cha – 8 (8)
  • HP – 100
  • AC – 19
  • Raw Spellcasting DC – 16
  • Initiative – 10
  • Feats
    • Sharpshooter (ASI before Gloves of Dexterity)
    • Alert
    • ASI (switch out Gloves of Dexterity)
    • ASI

Choices on level up

  • Eldritch Knight spells (absolute must)
    • Tasha’s Hideous Laughter
    • Shield
    • Detect Thoughts (keep this up at all times from outside combat, to activate Psychic damage and Mental Fatigue)
    • Hold Person
    • Thunderwave
    • if you’re willing to use scroll casting, stock up on Illusion and Enchantment spell scrolls.

Equipments

  • Main hand – Rhapsody[bg3.wiki]
  • Off hand – Bloodthirst[bg3.wiki] or Viconia’s Walking Fortress[bg3.wiki]
  • Ranged – Dead Shot[bg3.wiki]
  • Body – Armour of Landfall[bg3.wiki]
  • Cloak – Cloak of Displacement[bg3.wiki]
  • Gloves – Braindrain Gloves[bg3.wiki]
  • Boots – Boots of Striding[bg3.wiki]
  • Head – Helmet of Arcane Acuity[bg3.wiki]
  • Amulet – Fey Semblance Amulet[bg3.wiki] or Amulet of the Harpers
  • Ring 1 – Strange Conduit Ring[bg3.wiki]
  • Ring 2 – Band of the Mystic Scoundrel[bg3.wiki]

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 – Elemental Trickster

This member is recommended to be an Elf. (not Drow, and not Half-Elf).
We’re after the racial Longbow Proficiency.

Role in party

  • Elemental Nuke
  • Hold Person
  • Glyph of Warding
  • Sleight of Hand
  • (if using consumables) Hold Monster

Class composition

  • Arcane Trickster Rogue 10
  • School of Divination Wizard 2

Leveling
RRRRRRRRRWWR
R for Rogue and W for Wizard. Get to level 9 in Rogue for Magical Ambush, then 2 in Wizard for Portent. Finish with Rogue for 3rd feat.

General Stats

  • Ability Scores – 3 numbers are represented. They’re, in order, final ability score, final raw ability score, and initial raw ability score before obtaining Gloves of Dexterity.
    • Str – 8 (8, 8)
    • Dex – 18 (8, 16)
    • Con – 16 (16, 16)
    • Int – 20 (17, 14) +2 from Mirror of Loss
    • Wis – 16 (15, 12)
    • Cha – 8 (8, 8)
  • HP – 97
  • AC – 20
  • Raw Spellcasting DC – 25
  • Initiative – 4
  • Feats
    • Dual-Wielder
    • ASI
    • ASI

Choices on level up

  • Skill Proficiencies
    • Expertise in Sleight of Hand
  • Arcane Trickster spells (absolute must)
    • Shield
    • Mage Armour
    • Hold Person
    • Thunderwave
    • Misty Step
    • Invisibility
  • Wizard spells (highly recommended)
    • Glyph of Warding
    • Utility spells

Equipments

  • Main hand – Markoheshkir[bg3.wiki]
  • Off hand – Woe[bg3.wiki]
  • Ranged – Gontr Mael[bg3.wiki] if Elf, otherwise Darkfire Shortbow[bg3.wiki]
  • Body – Robe of the Weave[bg3.wiki]
  • Cloak – Cloak of the Weave[bg3.wiki]
  • Gloves – Gloves of Dexterity[bg3.wiki]
  • Boots – Disintegrating Nightwalkers[bg3.wiki]
  • Head – Hood of the Weave[bg3.wiki]
  • Amulet – Amulet of the Devout[bg3.wiki]
  • Ring 1 – Ring of Feywild Sparks[bg3.wiki]
  • Ring 2 – Burnished Ring[bg3.wiki] (once per day)

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 – Heightenspeller

Role in party

  • Hold Monster
  • Haste Spore
  • other Control spells.

Class composition

  • Circle of Spore Druid 2
  • Storm Sorcerer 10

Leveling
DSSSSSSSSSDS
D for Druid and S for Sorcerer. Start with Druid, then get to Sorcerer 9 for Hold Monster, Druid for Spore subclass, and finish with Sorcerer for another Metamagic choice.

General Stats

  • Ability Scores – 3 numbers are represented. They’re, in order, final ability score, final raw ability score, and initial raw ability score before obtaining Amulet of Greater Health.
    • Str – 8 (8, 8)
    • Dex – 16 (16, 14)
    • Con – 23 (8, 16)
    • Int – 10 (10, 8)
    • Wis – 14 (14, 12)
    • Cha – 20 (17, 16) +2 from Mirror of Loss (we got lucky and got +3 from mirror of loss, otherwise start with 16 Cha and 12 Int)
  • HP – 125
  • AC – 20
  • Raw Spellcasting DC – 21
  • Initiative – 6 (or 9 at the cost of -1 DC)
  • Feats
    • ASI
    • War Caster (we got lucky and got +3 Cha from mirror of loss, otherwise take another ASI here)

Choices on level up

  • Metamagic
    • Twinned spell
    • Careful spell
    • Quickened spell
    • Heightened spell
  • Sorcerer spells (absolute must)
    • Shield
    • Hold Person
    • Hold Monster
    • Misty Step
    • Scorching Ray
    • Counterspell
    • Sleet Storm at level 6 if facing Malus or Halsin Portal, swap out at level 7
    • Burning Hands at level 4 for Wood Woad fight, then swap out
    • Cloud of Daggers at level 4, then swap out

Equipments

  • Main hand – Staff of Spellpower[bg3.wiki]
  • Off hand – alternate between Ketheric’s Shield[bg3.wiki] and Sentinel Shield[bg3.wiki] if more initiative needed
  • Ranged – Hellrider Longbow[bg3.wiki]
  • Body – Armour of Sporekeeper[bg3.wiki]
  • Cloak –
  • Gloves – Helldusk Gloves[bg3.wiki]
  • Boots – Evasive Shoes[bg3.wiki]
  • Head – Hat of Fire Acuity[bg3.wiki]
  • Amulet – Amulet of Greater Health[bg3.wiki]
  • Ring 1 – Coruscation Ring[bg3.wiki]
  • Ring 2 – Ring of Protection[bg3.wiki]

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
  • Level 12

Act 1

Generic comments about Act 1 fights

  • 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

  • Due to (all parties) generally lacking power in Act 1, Initiative and Ranged firepower are key in safely surviving the fights. This party has plenty of this.
  • Enjoy using Hold Person while you have it, you won’t use it much in Act 2.
  • With not many tools to obtain Advantage or crit chance, Vow of Enmity is the Orateur Fanatique‘s main tool for crit-fishing. Crit-fishing is critical to making the most of Paladin’s Smites.

Level 3

  • Fanatique gets Vow of Enmity, which will be their mainstay against challenging fights in the earlier Acts
  • Knight gets their Eldritch Knight subclass
  • Trickster gets their Arcane Trickster subclass

Party is now

  • Oath of Vengeance Paladin 3
  • Eldritch Knight Fighter 3
  • Arcane Trickster Rogue 3
  • Druid 1 / Storm Sorcerer 2

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

  • Fanatique gets their 1st feat in ASI (which they’ll respec into Savage Attacker once they get Ethel’s hair)
  • Knight gets their 1st feat in ASI (which they’ll respec into Sharpshooter once they get Gloves of Dexterity from A’jak’nir Jeera at the Crèche)
  • Trickster gets their 1st feat in ASI (which they’ll respec into Dual-Wielder once they get Graceful Cloth from Lady Esther)
  • Heightenspeller gets 2nd level Sorcerer spells and picks Hold Person and Cloud of Daggers, useful against enemies at this level.

Party is now

  • Oath of Vengeance Paladin 4
  • Eldritch Knight Fighter 4
  • Arcane Trickster Rogue 4
  • Druid 1 / Storm Sorcerer 3

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 – prepare Burning Hands against Wood Woads, but focus on the Ancient Mud Mephits first.
  • 8:18 – Kagha and Shadow Druids
  • 16:03 – Priestess Gut
  • 16:45 – Lump (3 Ogres)
  • 21:08 – Minotaurs
  • 25:13 – Anders (fake Paladins hunting Karlach) – as we’re playing Paladin, always talk and let them aggro first, or investigate with Speak with Dead.
  • 28:54 – Minthara
  • 30:27 – Dror Ragzlin

Level 5

  • Fanatique gets Extra Attack, Aid, and Misty Step
  • Knight gets Extra Attack
  • Heightenspeller switches out Burning Hands for Scorching Ray, no longer fighting the Wood Woads at the swamp at this level.

Party is now

  • Vengeance Paladin 5
  • Eldritch Knight 5
  • Arcane Trickster 5
  • Druid 1 / Storm Sorcerer 4

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 – on honour and tactician with Legendary Resistance, drain his LR with weapon actions, then Hold him once his LR are gone.

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 – Gekh Coal
    • 2:46 – Spectator
    • 5:11 – Bulette
    • 8:01 – Auntie Ethel
    • 15:45 – Phase Spider Matriarch
    • 19:47 – Flind (Gnolls at the cave)
  • Grymforge & Mountain Pass
    • 0:00 – Nere & Grymforge Duergars
    • 7:01 – Crèche Inquisitor Ch’r’ai W’wargaz
    • 13:44 – Crèche Captain Kith’rak Therezzyn
    • 16:34 – Death Shepherds at the Mountain Pass

Act 2

Generic comments on Act 2 fights

  • 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

  • Most of Act 2 enemies are immune to our signature move – the Hold spell
    • but Fanatique should compensate with 2 +crit chance items, and on-demand Killer’s Sweetheart ring.
  • Strange Tendril Amulet found in the Morgue is a useful item to have for 2 of our casters that only have low-level spells naturally.
  • Gerringothe and Thisobald Thorm are fights with specific mechanics. We’re not going to repeat them, their mechanics can be read from my 001-003 guides (links at the topmost section). Look for Level 6 or Level 7 section there.

Act 2 generally best-in-slot equipment and expected AC, base spell DC, and initiative

  • Orateur Fanatique
    • AC – 22
    • Initiative – +5
    • Main hand – Sword of Life Stealing
    • Off hand – Knife of the Undermountain King
    • Ranged – Darkfire Shortbow
    • Body – Yuan-Ti Scale Mail
    • Cloak – Cloak of Protection
    • Gloves – Flawed Helldusk Gloves
    • Boots – Evasive Shoes
    • Head – Dark Justiciar Helmet
    • Amulet –
    • Ring 1 – Eversight Ring
    • Ring 2 – Killer’s Sweetheart (once per day)
  • Braindrain Knight
    • AC – 20
    • base spell DC –
    • Initiative – +9
    • Main hand – The Baneful
    • Off hand – Shield of Devotion
    • Ranged – Least Expected
    • Body – Adamantine Scale Mail or Splint Mail (Scale Mail has the advantage of being able to be loaned to Heightenspeller)
    • Cloak – Vivacious Cloak
    • Gloves – Gloves of Dexterity for most of the Act, then Braindrain Gloves
    • Boots – Boots of Striding
    • Head – Helmet of Arcane Acuity
    • Amulet – Strange Tendril Amulet (once per day), then Amulet of the Harpers
    • Ring 1 – Strange Conduit Ring[bg3.wiki] (from level 7)
    • Ring 2 – Risky Ring (on and off – exercise discretion)
  • Elemental Trickster
    • AC – 21
    • base spell DC –
    • Initiative – +5
    • Main hand – Blood of Lathander
    • Off hand – Phalar Aluve
    • Ranged – Ne’re Misser and Hellfire Hand Crossbow
    • Body – Graceful Cloth for most of the Act, then Icebite Robe
    • Cloak –
    • Gloves – Bracers of Defense for most of the Act, then Gloves of Dexterity
    • Boots – Disintegrating Nightwalkers
    • Head – Fistbreaker Helm
    • Amulet –
    • Ring 1 – Ring of Protection
    • Ring 2 –
  • Heightenspeller
    • AC – 20
    • base spell DC –
    • Initiative – +3
    • Main hand – Melf’s First Staff
    • Off hand – Adamantine Shield
    • Ranged – Bow of Awareness
    • Body – Dark Justiciar Armour
    • Cloak – Thunderskin Cloak
    • Gloves – Luminous Gloves
    • Boots – Boots of Stormy Clamour
    • Head – Hat of Fire Acuity
    • Amulet –
    • Ring 1 – Coruscation Ring
    • Ring 2 – Callous Glow Ring

Level 6

  • Orateur Fanatique takes 1st Bard level
  • Knight gets their 2nd feat and picks Alert. (will be key against Yurgir)
  • Heightenspeller gets level 3 Sorcerer spells, and picks Sleet Storm for now to handle Malus Thorm and Halsin Portal (they’ll also get Sleet Storm from Subclass at level 7)

Party is now

  • Vengeance Paladin 5 / Bard 1
  • Eldritch Knight 6
  • Arcane Trickster 6
  • Druid 1 / Storm Sorcerer 5

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 Sleet Storm and attacking from range.
    • Yurgir can be one-turned if you prepare the Killer Sweetheart Ring charge, and give Sentinel Shield to Knight who has Alert
    • 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.

  • Day 1 of Act 2 (online 2024-09-02)
    • 0:00 – Marcus
    • 8:23 – Kar’niss
    • 16:35 – Malus Thorm
    • 27:19 – Yurgir & Merregons
    • 33:22 – Balthazar
  • Day 2 of Act 2 (online 2024-09-05)
    • 0:00 – Halsin Portal
    • 10:58 – Oliver
    • 18:39 – Gerringothe Thorm
    • 23:38 – Thisobald Thorm

Level 7

  • Orateur Fanatique gets Song of Rest, prolonging the party’s day slightly at this level.
  • Knight gets War Magic, though it is mostly useless when we have Sharpshooter shots that deal more damage.
  • Trickster gets Evasion, allow them to take no damage from Dex-save on a successful save.
  • Heightenspeller gets additional spells including Sleet Storm. They switches Sleet Storm taken at previous level out for something else.

Party is now

  • Vengeance Paladin 5 / Bard 2
  • Eldritch Knight 7
  • Arcane Trickster 7
  • Druid 1 / Storm Sorcerer 6

Recommended fights at level 7

  • All of Act 1
  • All of Act 2 before following Ketheric down the mind flayer colony

Demo of some fights done at level 7. (online 2024-09-07)
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)
  • 5:40 – Moonrise Assault (no taking out guards beforehand)
  • 24:34 – Ketheric Thorm on Moonrise rooftop

Level 8

  • Orateur Fanatique gets Lore Bard subclass
  • Knight gets their 3rd feat, and respec to hand Gloves of Dexterity over to Trickster. Once they go down the mind flayer colony and obtain Braindrain Gloves they’ll become Braindrain Knight.
  • Trickster gets handed Gloves of Dexterity from Knight and respec to finally become a decent caster.
  • Heightenspeller gets level 4 Sorcerer spells including Wall of Fire.

Party is now

  • Vengeance Paladin 5 / Lore Bard 3
  • Eldritch Knight 8
  • Arcane Trickster 8
  • Druid 1 / Storm Sorcerer 7

Recommended Fights at level 8

  • All of Act 2
    • Ketheric-MyrkulGive the Eversight Ring to Orateur Fanatique, then cover the platform with Fog Cloud. That (and the suggested equipped items) will give Orateur Fanatique 28% chance to crit. That is the key to taking down Myrkul quickly.

Demo of some fights done at level 8.
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 the Illithid Colony
  • 8:44 – Ketheric Thorm
  • 16:09 – Myrkul

Act 3

Act 3 is the final one. You should transition into your final set of gears. Personally, I beeline for the gears first ever since my 1st run, since I like fighting and want to enjoy my team’s full power for longer.

  • 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.
    • 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.
  • Party-specific comments
    • This is the Act where the party comes truly online
      • on-crit damage items are available in full-force.
      • Eldritch Strike and Magical Ambush class features are online.
      • Hold Mosnter spell and Haste Spore are online.
      • enemies are vulnerable to Hold Person again.

Level 9

  • Orateur Fanatique gets 2nd feat and takes ASI +2 Dex (1st feat was Savage Attacker)
  • Trickster gets main build feature Magical Ambush, hiding will force foes to make saving throws with disadvantage against the Trickster‘s spells.
  • Trickter, if in Act 3, can acquire Markoheshkir to become Elemental Trickster[/b
  • Heightenspeller gets 2nd ASI feat to take Charisma to 20. (if you get lucky, as I did, to get an extra +1 Cha from ‘you were sure to succeed Stelmane’ when using Mirror of Loss, the 2nd feat will be War Caster.)

Party is now

  • Vengeance Paladin 5 / Lore Bard 4
  • Eldritch Knight 9
  • Arcane Trickster 9
  • Druid 1 / Storm Sorcerer 8

Recommended fights at level 9

  • Sarevok Anchev
  • Lorroakan
  • Auntie Ethel
  • House of Grief
  • Cazador Szarr

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.

  • 0:00 – Orpheus’ Honour Guards (Astral Prism Monks)
  • 5:13 – Sarevok Anchev
  • 8:32 – Lorroakan
  • 13:12 – House of Grief (Viconia DeVir and Sharrans)

Level 10

  • Orateur Fanatique recharges Bardic Inspiration on Short rests, allowing them to be much more liberal in their use of Cutting Words
  • Braindrain Knight gets Eldritch Strike, bringing them up to speed with Elemental Trickster in scroll casting. Even without scrolls Tasha’s Laughter can still be cast on most enemies.
  • Elemental Trickster gets 1st Wizard level, allowing them to prepare more spells, especially utility ones.
  • Heightenspeller gets Hold Monster, simplifying the party’s approach to obliterate most enemies in the game.

Party is now

  • Vengeance Paladin 5 / Lore Bard 5
  • Eldritch Knight 10
  • Arcane Trickster 9 / Wizard 1
  • Druid 1 / Storm Sorcerer 9

Recommended fights at level 10

  • Everything recommended at level 9
  • Raphael – recommended here because we obtain Hold Monster at this level
  • Orin the Red – recommended here both because we obtain Hold Monster at this level, and because you might have obtained Burnished Ring from House of Hope.
  • Steel Watcher Titan – recommended here because we obtain Hold Monster at this level
  • Gortash – can be defeated effortlessly by Elemental Trickster or Braindrain Knight casting Hold Person. Elemental Trickster can open from Stealth, while Braindrain Knight can beat Gortash in initiative by equipping Sentinel Shield.

Demo of some fights done at level 10.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.

  • 0:00 – Cazador Szarr
  • 8:36 – Raphael & Yurgir
  • 18:12 – Orin the Red

Level 11

  • Orateur Fanatique gets Aura of Protection, fortifying their saving throws.
  • Braindrain Knight now attacks 3 times a turn by default.
  • Elemental Trickster gets Divination subclass and level 3 Wizard spells. With the right Portent, the enemies are guaranteed to fail saving throws against the party.
  • Heightenspeller gets Spore Druid subclass, allowing them to cast Haste Spore with Armour of Sporekeeper.

Party is now

  • Vengeance Paladin 6 / Lore Bard 5
  • Eldritch Knight 11
  • Arcane Trickster 9 / Divination Wizard 2
  • Spore Druid 2 / Storm Sorcerer 9

Recommended fights at level 11

  • Everything recommended at level 10
  • Ansur – recommended here because this level is where we obtain Haste Spore.

Demo of some fights done at level 11.
Demo is played without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.

  • 0:00 – Ansur
  • 3:06 – Steel Watcher Titan
  • 9:36 – Gortash

Level 12

  • Orateur Fanatique gets level 5 spell slot. It is recommended to generally use this slot to cast Aid on the party.
  • Braindrain Knight gets 4th feat for another ASI.
  • Elemental Trickster gets 3rd feat for another ASI boost to their spell DC.
  • Heightenspeller gets Heightened Spell metamagic, allowing their spells to land more easily with fewer Acuity charges.

Party is now

  • Vengeance Paladin 6 / Lore Bard 6
  • Eldritch Knight 12
  • Arcane Trickster 10 / Divination Wizard 2
  • Spore Druid 2 / Storm Sorcerer 10

Recommended fights at level 12

  • Everything in the game

Demo of some fights done at level 12.
Demo is played without ally, without consumable and illithid power. You can incorporate them to make the fights even easier. Demo is honour mode.

  • 0:00 – Red Dragon, Emperor, and Dream Guardians atop the Netherbrain
  • 6:11 – Illithid Arcanists
  • 17:48 – Netherbrain Psyche

And that wraps up our share on Baldur’s Gate 3: PXP party 004 (Irresistible 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!

More Baldur's Gate 3 Guides

  • Baldur’s Gate 3: Your Average Psychic Terminator [build]
  • Baldur’s Gate 3: Ultimate 3-Man Honor Walkthrough
  • Baldur’s Gate 3: Tips for the Honour mode in BG3
  • Baldur’s Gate 3: The Storm Lord – One Turn Nuke Spellcaster Guide
  • Baldur’s Gate 3: The Gatling Gun Wizard – A fun, high damage, decent control caster build

Tags: Baldur's Gate 3 ,Characters, Classes, Loot, Walkthroughs

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Baldur’s Gate 3: PXP party 004 (Irresistible Party) – Builds and Walkthrough with Honour mode demo (2024)
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