BG3

Honor Companion

Honour Mode — No margin for error

Act 3: Baldur's Gate & The Chosen — The Honour Mode Endgame

The Honour Mode Endgame. Race to level 12, Sorcerous Sundries Vault, Foundry, Iron Throne, three Chosen, an Archdevil, an Undead Dragon, and the Elder Brain. No margin for error.

I — The Race to Level 12: Baldur's Gate in Pillage Mode

Act 3 is a trap. The city of Baldur's Gate overflows with quests and exploration, but also with impossible fights if you are not at maximum level. Every Act 3 boss has Honour Mode mechanics that assume a party at the power ceiling.

CARDINAL RULE: DO NOT TRIGGER any boss fight before your entire party is Level 12. Not 11. Not 11 and a half. Twelve. Level 12 unlocks level 6 Spell Slots (Globe of Invulnerability), the 3rd Extra Attack (Fighter), and final feats. Without them, you are under-equipped for every boss in this act.

Peaceful XP Route (Lower City → Upper City)

The Lower City is a treasure trove of combat-free XP. Explore everything before triggering a single hostile scenario.

Rivington is Act 3's welcome zone. Talk to every NPC, resolve conflicts through diplomacy. The Tiefling refugee quest (Persuasion DC 12) yields 75 XP without combat. Akabi's circus offers 200 XP + legendary loot (see below). Rivington merchants sell Counterspell Scrolls and Greater Healing Potions — buy everything.

The Lower City is the densest XP zone in the game. Baldur's Gate Cemetery contains necromantic quests (~3,000 XP). The guilds (Thieves' Guild via Mol, the Counting House via the Zhentarim) offer entire narrative arcs resolvable without combat. Every tavern has at least one NPC with a quest. Expect ~12,000 XP from exploration and dialogue alone.

Total calculation: Rivington (8,000) + Lower City (12,000) + Upper City (6,000) + Undercity (4,000) = ~30,000 XP available without major combat. The Level 11 → 12 threshold requires ~14,000 XP per character. With the XP accumulated from Acts 1 and 2, this is more than sufficient.

🛐 The Double Miracle (Light Cleric): Descend into the secret basement of the Tabernacle (watch out for curse traps!). Open your deity's chest to steal the Amulet of the Devout. It increases your spell DC by +2 AND gives you an extra Channel Divinity charge. You can cast Radiance of the Dawn twice per combat!


Raiding the Sorcerous Sundries Vault

The Sorcerous Sundries Vault (Ramazith's Tower) contains the two most powerful Act 3 items for a spellcaster: the Markoheshkir and the Robe of the Weave.

The Door Puzzle — Complete Solution

The Vault is protected by a system of magically locked doors. Each room is a trap or puzzle. Here is the optimal route without combat:

Room 1 — The Lava Room: The floor is covered in lava. Use Misty Step to teleport each character onto the raised platforms. Alternative: the Fly spell (level 3) on the whole party. Do NOT walk through the lava — 3d10 fire/turn, even with Fire Resistance that is 16.5 average damage/turn.

Room 2 — The Lever Puzzle: Four levers control four doors. The correct sequence is: Lever 3 → Lever 1 → Lever 4 → Lever 2. An incorrect lever summons a Lava Golem (180 HP). In Honour Mode, the fight is doable but consumes resources. Follow the sequence.

Room 3 — The Guardian Chamber: An Elemental Guardian stands watch before the main vault. If you have a character with Stealth +9 or more, sneak past it (Guardian's passive Perception: 16). Otherwise, use Invisibility and steal the vault contents without engaging combat.

The Vault: Contains the Markoheshkir (legendary +3 staff) and the Robe of the Weave (+1 spell DC, +1 spell attack, permanent Mage Armour).

The Markoheshkir is the best staff in the game. Its Karsus Element lets you choose an elemental damage type per Long Rest (Fire, Cold, Lightning, Thunder, Necrotic, or Force), and it grants Globe of Invulnerability for free — a spell normally level 6 that consumes a precious slot. Against Raphael and Ansur, this Globe is the difference between a wipe and a victory.

The Karsus + Lightning synergy: If you set the Karsus Element to Lightning, all spells channelled through the staff deal Lightning damage. Against the Steel Watch Titan (Lightning vulnerable), this automatically doubles all damage. Plan your Element based on the next boss.

🛡️ ALTERNATIVE

Objet manqué

Markoheshkir (Ramazith's Tower not completed)

Plan B — Alternative

Battle Mage Staff +2 — available from the Undercity merchant. No free Globe of Invulnerability.

If the Tower puzzle is unsolved or Lorroakan is hostile

🔮 Absolute Power (Sorcadin): Buy the Cloak of the Weave from Lorroakan's projection, and steal the Book of Karsus from the vault to unlock the ultimate scrolls.

⚡ The Ultimate Staff (Storm Sorcerer): In Ramazith's Tower (lower level), use the invisibility button to pass through the magical barriers and retrieve Markoheshkir. This is the absolute legendary staff. Use its Kereska ability to bind to Lightning: free spells, resistance, and increased damage!


Endgame Equipment — Final Acquisitions

Before engaging bosses, finalise your equipment. Every slot counts.

The Nyrulna is a legendary +3 trident that automatically returns after a throw and generates an AoE thunder explosion on impact. It is hidden behind the Wheel of Fortune mini-game of the djinn Akabi at the Travelling Circus. Tip: the djinn cheats. Use Pickpocket (Stealth DC 15) to steal his loaded die before playing, and the wheel always lands on the jackpot.

The Legacy of the Masters (+2 attack and damage with weapons) is purchasable from Dammon only if he survived Acts 1 and 2. If Dammon is dead, these gloves are permanently lost — this is why protecting Dammon is listed in the exit checklists of previous acts.

The Ring of Regeneration (1d4 HP/turn) stacks with the Helm of Balduran (2 HP/turn) for a total of 2 + 2.5 = 4.5 HP/turn on average. On a tank with 100 HP, that is 4.5% of their HP restored each turn without spending resources.

🛡️ ALTERNATIVE

Objet manqué

Nyrulna (Akabi's Circus missed)

Plan B — Alternative

Returning Handaxe +2 forged by Dammon in Act 2 — no AoE explosion, but the automatic return remains useful

If the djinn is killed or the throw is missed

🔱 The Definitive Weapon (Throwzerker): Steal Akabi the Djinn's ring to win the jackpot and be teleported to the jungle. At the end of the path, open the chest to obtain Nyrulna. This legendary trident deals area thunder damage on every throw and returns to your hand. You have become a god of destruction.

💍 THE CENTREPIECE (Bard): In Akabi's jungle, DO NOT LEAVE RIGHT AWAY. Search the skeleton near the ledge to find the Band of the Mystic Scoundrel. This ring lets you cast illusion/enchantment spells as a Bonus Action after a weapon attack. Paired with the Helmet of Arcane Acuity, you can attack 4 times then paralyse any boss with 100% success in the same turn. The game is over.


II — Dismantling Gortash's Empire

Gortash controls Baldur's Gate through two pillars of power: the Steel Watch Foundry (his golem army) and the Iron Throne (his underwater prison). Destroying both bastions BEFORE confronting Gortash himself is the optimal strategy — it eliminates his reinforcements and unlocks crucial allies.

A — The Steel Watch Foundry

The Foundry is the factory producing the Steel Watchers — the metal golems patrolling Baldur's Gate. Destroying it is a major story objective, but the Foundry boss is the Steel Watch Titan — a giant golem with 300 HP that can crush a character in a single turn.

Titan de la Garde d'Acier

Acte 3Fonderie de la Garde d'Acier — Ville Basse

PV 300
CA 20
FOR
26
+8
DEX
8
-1
CON
24
+7
INT
6
-2
SAG
10
+0
CHA
6
-2

Phase Unique — Automate de Guerre

Le Titan est un golem de métal alimenté par un Moteur Gondien. Vulnérable à la Foudre, résistant aux dégâts physiques non-magiques.

Frappe Dévastatrice

Attaque de mêlée. +14 au toucher, 3d10+8 contondants. Repousse la cible de 4,5m.

3d10+8 bludgeoning

Surcharge de Vapeur (AoE)Récupération 5-6

AoE de 6m autour du Titan. 6d6 dégâts de feu (JdS DEX DD 17 pour moitié). Inflige Brûlé pendant 2 tours.

6d6 fire

Prise Broyeuse

Agrippe une cible (JdS FOR DD 18). La cible est Agrippée et subit 2d8+8 contondants automatiques au début de chaque tour du Titan.

2d8+8 bludgeoning/tour

Immunité : poisonpsychic
Vulnérable : lightning
golemacierfonderieacte-3

Matrice d'Urgence — Titan de la Garde d'Acier

0 mécanique(s) létale(s) détectée(s)

Prise Broyeuse — Piège Mêlée

DANGER

Menace

Le Titan peut agripper un personnage et infliger 2d8+8 contondants automatiques par tour. Un personnage agrippé ne peut pas bouger ni utiliser d'armes à deux mains.

Contre-mesure

Pas Brumeux permet de s'échapper instantanément (la téléportation brise l'agrippement). Liberté de Mouvement rend le personnage immunisé à l'agrippement.

Vulnérabilité à la Foudre — Exploitable

Info

Menace

Le Titan est VULNÉRABLE aux dégâts de Foudre (×2). Un Éclair (8d6 = moy. 28, ×2 = 56) ou un Appel de la Foudre touche deux fois plus fort.

Contre-mesure

Préparez maximum de sorts de Foudre : Éclair, Appel de la Foudre, Sorcière Éclair. Équipez le Markoheshkir sur Foudre via l'Élément de Karsus.

Detailed Strategy — Steel Watch Titan

The Titan has 300 HP, AC 20, and a Lightning vulnerability. This is your primary lever.

Lightning DPS Calculation:

  • Lightning Bolt (level 3): 8d6 = avg. 28, ×2 vulnerability = 56 damage
  • Lightning Bolt upcast (level 5): 10d6 = avg. 35, ×2 = 70 damage
  • Call Lightning (level 3, Concentration, 3d10/turn): avg. 16.5, ×2 = 33/turn
  • Markoheshkir attack with Karsus Lightning: 1d8+3 bludgeoning + bonus Lightning damage, ×2 on the bonus

With two Lightning-specialised casters: Turn 1 = 2× upcast Lightning Bolt = 140 damage. Turn 2 = Call Lightning + Lightning Bolt = 103 damage. Total in 2 turns: 243/300 HP. The Titan is nearly dead by Turn 3.

MELEE TRAP: The Titan's Crushing Grip grapples a character (STR Saving Throw DC 18) and deals 2d8+8 bludgeoning automatically each turn. A grappled martial loses their turn AND takes damage. The solution: Freedom of Movement (grapple immunity) on your tank BEFORE combat, or Misty Step as a Reaction (teleportation breaks grapples).


B — The Iron Throne (Underwater Prison)

The Iron Throne is Gortash's underwater prison. Duke Ravengard is held prisoner there. Rescuing him is mandatory for Wyll's narrative path and unlocks a powerful ally for the final battle.

5-TURN TIMER. As soon as you enter the Iron Throne, a 5-turn countdown triggers before the structure collapses. Every second counts. No optional combat, no exploration, no hesitation.

Mandatory Preparation — BEFORE Diving

Haste is non-negotiable here. The spell doubles movement and grants an extra Action. A character under Haste covers 18m/turn instead of 9m — the difference between reaching the Duke's cell on Turn 2 and reaching it on Turn 4 (too late).

Misty Step (18m teleportation as a Bonus Action) passes through locked doors and walls. The character under Haste + Misty Step can reach the Duke's cell in a single turn: Movement (18m Hasted) → Misty Step (18m) → Dash Action (18m) = 54m total movement. The prison is ~45m long. More than enough.

Turn-by-Turn Rotation

CRITICAL FAILSAFE: If the Duke is targeted by guards during the retreat, Sanctuary (Bonus Action, level 1) protects him entirely — guards must succeed on a WIS Saving Throw to target him, otherwise they choose another target. This is your absolute safety net.

🛡️ ALTERNATIVE

Objet manqué

Haste not prepared or Concentration lost

Plan B — Alternative

Speed Potion (identical effect to Haste, 3 turns) — purchasable from the Lower City merchant

If the level 3 Spell Slot is already consumed or Concentration is broken


III — The Chosen: Gortash & Orin (Emergency Matrices)

Recommended Combat Order

The order in which you face the Chosen matters. Each fight tests a different skill, and the difficulty is calibrated as an escalation.


BOSS: Gortash, Chosen of Bane (250 HP)

Gortash is the "cleanest" boss in Act 3 — a single enemy, a single deadly mechanic. He is the perfect test to validate that your party is ready for what follows.

Gortash, Élu de Baine

Acte 3Forteresse de Wyrm's Rock — Salle du Trône

PV 250
CA 19
FOR
16
+3
DEX
16
+3
CON
18
+4
INT
18
+4
SAG
14
+2
CHA
16
+3

Phase Unique — Élu de Baine

Gortash est un combattant polyvalent avec des capacités divines de Baine. Sa mécanique Mode Honneur, Marquage Tyrannique, peut tuer instantanément.

Marquage Tyrannique (Mode Honneur)Légendaire

Marque une cible. Après 2 tours, la malédiction se déclenche et inflige ~110 dégâts de force. Mort instantanée si non purgée.

~110 force

Attaques Multiples

3 attaques avec son marteau de guerre +3. +11 au toucher, 1d8+6 contondants chacune.

1d8+6 bludgeoning ×3

Immunité : poison
élubainehumanoïdeacte-3

Matrice d'Urgence — Gortash, Élu de Baine

1 mécanique(s) létale(s) détectée(s)

Marquage Tyrannique — Mort Différée

LÉTAL

Menace

Mécanique Mode Honneur exclusive. Gortash marque un personnage — après 2 tours, la malédiction explose pour ~110 dégâts de force. Mort instantanée sur la plupart des personnages.

Contre-mesure

Préparez Délivrance des Malédictions (Remove Curse) sur votre Clerc. Purgez le debuff IMMÉDIATEMENT après le marquage. Gardez votre Clerc hors de portée de Gortash pour qu'il ne soit pas stun/silence.

Humanoïde — Vulnérable au Contrôle

Info

Menace

Gortash est un humanoïde, pas un monstre. Les sorts réservés aux humanoïdes fonctionnent sur lui.

Contre-mesure

Immobilisation de Personne garantit des critiques automatiques en mêlée. Combinez avec Châtiment Divin pour un burst dévastateur. La paralysie dure 1 tour minimum.

The Deadly Mechanic — Tyrannical Brand

Tyrannical Brand is the only thing that can kill you here. Gortash brands a character on Turn 1, and after 2 turns, the curse explodes for ~110 force damage. This is a one-shot on 95% of characters — only a Bear Totem Barbarian with 130+ HP would survive, and barely.

Calculation: A typical level 12 character has 80-100 HP (Martial with CON 16 = 12d10+36 = avg. 102 HP). 110 force damage = guaranteed death on any character with less than 111 HP. Force damage bypasses most resistances — there is NO Force Resistance in the base game.

The solution is straightforward: Remove Curse purges the Brand instantly. Cast it as soon as the debuff appears — not next turn, not when it is "convenient". Immediately. The spell is level 3, range Touch — the Cleric must be adjacent to the branded character. Position your Cleric accordingly before the fight.

COMMON FATAL ERROR: Forgetting to prepare Remove Curse on the Cleric because this spell is rarely useful in the rest of the game. Check your prepared spells. Now.

Turn 1 Execution — Hold + Burst

Once the Brand is purged, exploit Gortash's great weakness: he is a humanoid. Hold Person paralyses him, guaranteeing automatic critical hits in melee as long as the paralysis holds.

Turn 1 burst kill calculation:

  1. Hold Person → Gortash paralysed (WIS Saving Throw +2 vs DC 17 = 75% paralysis with Helmet of Arcane Acuity active)
  2. Paladin → Attack 1: 2d6+5 slashing (auto crit) + level 4 Divine Smite (10d8 radiant crit) = 2×(7+5) + 2×(45) = 24 + 90 = 114 damage
  3. Paladin → Attack 2: same calculation with level 3 Smite = ~95 damage
  4. Turn 1 total from a single Paladin = ~209 damage. Gortash has 250 HP. A second attacker finishes the job.
🛡️ ALTERNATIVE

Objet manqué

Hold Person fails

Plan B — Alternative

Helmet of Arcane Acuity: each failed control spell applies -1 to Gortash's Saving Throws. After 3 attempts, his WIS Save drops from +2 to -1, making paralysis near-certain.

If the first Hold Person fails (25% chance)


BOSS: Orin the Red, Chosen of Bhaal (200 HP → Slayer Form)

Orin is a cognitive trap. Her Phase 1 is trivial — a few poisoned daggers, minor cultists. The real fight begins when she transforms into the Slayer at 50% HP. And that is where runs die.

Orin, Élue de Bhaal

Acte 3Temple de Bhaal — Égouts

PV 200
CA 17
FOR
20
+5
DEX
18
+4
CON
16
+3
INT
12
+1
SAG
10
+0
CHA
16
+3

Phase 1 — Orin Humaine

Orin combat sous forme humaine avec des attaques de dague empoisonnées et des invocations de cultistes.

Attaques Multiples (Dague de Bhaal)

4 attaques de mêlée. +12 au toucher, 1d4+5 perforants + 2d6 poison chacune.

1d4+5 piercing + 2d6 poison ×4

Immunité : poison

Phase 2 — Forme d'Écorcheur (Slayer)

Sous 50% PV

Orin se transforme en Écorcheur. Active la mécanique Mode Honneur 'Implacable' avec 12 charges qui réduisent chaque attaque à 1 dégât.

Griffes de l'Écorcheur

3 attaques de mêlée. +14 au toucher, 2d8+6 tranchants chacune. Ignore les résistances.

2d8+6 slashing ×3

Implacable (Mode Honneur)Légendaire

12 charges. Chaque attaque subie réduit les dégâts à 1 et consomme 1 charge. Tant qu'il reste des charges, Orin est quasi-invulnérable.

Immunité : poisonpsychic
éluebhaalécorcheuracte-3

Matrice d'Urgence — Orin, Élue de Bhaal

1 mécanique(s) létale(s) détectée(s)

Implacable — 12 Charges d'Invulnérabilité

LÉTAL

Menace

En Phase 2 (Écorcheur), Orin active Implacable : 12 charges qui réduisent chaque attaque reçue à 1 dégât. Si vous frappez normalement, il faut 12 tours pour les épuiser — bien trop long.

Contre-mesure

Lancez Projectile Magique upcasté (niveau 5 = 7 missiles, niveau 6 = 8 missiles). Chaque missile compte comme une attaque séparée et consomme 1 charge. Deux castings de Projectile Magique niv. 5 = 14 charges brûlées. ENSUITE votre DPS principal frappe normalement.

Phase 1 — Human Orin (200 → 100 HP)

Phase 1 is a standard fight. Orin has 4 dagger attacks (+12, 1d4+5 piercing + 2d6 poison × 4), but her Poison immunity makes her cultists more dangerous than she is. Focus DPS on Orin to bring her to 100 HP as quickly as possible. Do not waste any level 5+ Spell Slots here — you will need them in Phase 2.

Phase 2 — The "Unstoppable" Mechanic (12 Invulnerability Charges)

At 100 HP, Orin transforms into the Bhaal Slayer. She immediately activates Unstoppable: each attack she receives is reduced to 1 damage and consumes 1 charge. She has 12 charges.

The mathematical problem:

  • If you attack normally: 12 charges ÷ 2 attacks/character/turn ÷ 4 characters = 1.5 turns just to exhaust the charges. But during this time, her Slayer Claws (2d8+6 × 3 = avg. 45 damage/turn) shred your party.
  • In reality, with misses (AC 17), it is closer to 2-3 turns for the charges. Unacceptable in Honour Mode.

THE SOLUTION: Magic Missile. Each missile of Magic Missile counts as a separate attack. Each missile consumes one Unstoppable charge. And Magic Missile never misses — no Attack Roll, auto-hit.

Optimal calculation:

  • Magic Missile level 5 = 7 missiles = 7 charges burned in one Action
  • Magic Missile level 6 = 8 missiles = 8 charges burned in one Action
  • Two castings (2 casters, or 1 caster + Scroll): 7 + 7 = 14 charges burned → all 12 Unstoppable charges are exhausted with margin
  • Total time: 1 turn. Compare to 2-3 turns with normal attacks.

ADVANCED TIP: If only one character has Magic Missile, use a Magic Missile Scroll (level 5, purchasable from Lower City merchants ~400 GP) on a second character. Any class can use a scroll if they succeed on an Arcana check (DC 15). With INT 14+, that is 55% success rate.

🛡️ ALTERNATIVE

Objet manqué

Magic Missile (neither spell nor scroll available)

Plan B — Alternative

Use multi-hit attacks: Scorching Ray (3 rays), Eldritch Blast (3 rays at level 11+), or bonus attacks + Action Surge. Slower but it works.

If no caster has Magic Missile prepared and no scroll is available

🩸 The Death Aura (Assassin): Become an Unholy Assassin of Bhaal (accept Valeria's murder) to access the merchant Echo of Abazigal. Buy from him the Bhaalist Armor. It makes all enemies within 2 metres VULNERABLE to piercing damage (damage ×2). With your daggers and point-blank bow, you will one-shot entire bosses.


IV — The Deadly Optional Bosses

These two fights are the hardest in the game. They are optional — but the rewards are so powerful that they transform the final fight against the Elder Brain from a nightmare into a precision exercise.


OPTIONAL BOSS: Raphael, Archdevil (666 HP)

The hardest fight in the game. 666 HP, Counterspell as a Reaction (+8 to the check), massive fire AoE, and 4 Soul Pillars that make him nearly invincible. Only attempt this fight if you want the Helldusk Armour (21 AC, -2 reduction to all damage, Burning immunity).

Raphaël, Archidiable

Acte 3Maison de l'Espoir (House of Hope)

PV 666
CA 20
FOR
24
+7
DEX
16
+3
CON
24
+7
INT
22
+6
SAG
18
+4
CHA
26
+8

Phase 1 — Forme Humanoïde

Raphaël sous forme cambion. Accompagné de sbires démoniaques et de 4 Piliers d'Âmes qui le renforcent.

Flammes Infernales (AoE)

AoE massive. 8d6 dégâts de feu (JdS DEX DC 19 pour moitié). Zone persistante de 3 tours.

8d6 fire

Contresort (Réaction)

Raphaël peut Contresort vos sorts. Il a +8 au jet de Contresort, rendant vos sorts de niveau 4+ vulnérables.

Phase 2 — Forme Archidiable

Sous 50% PV

Raphaël se transforme en Archidiable. Gagne 2 Actions Légendaires par tour et des immunités supplémentaires.

Souffle Infernal (Action Légendaire)Légendaire

Cône. 10d8 dégâts de feu (JdS DEX DC 20). Peut toucher toute l'équipe si regroupée.

10d8 fire

Multiattaque (3 attaques)

3 attaques griffes/morsure. +14 au toucher, 2d10+7 chacune.

2d10+7 ×3

Immunité : firepoison
archidiablecambionmaison-espoiracte-3

Matrice d'Urgence — Raphaël, Archidiable

1 mécanique(s) létale(s) détectée(s)

Renvoi de Dégâts Radiants — Piège

LÉTAL

Menace

NE TAPEZ JAMAIS les sbires de Raphaël avec des dégâts Radiants. Les démons renvoient les dégâts de feu doublés en retour. Un Châtiment Divin sur un sbire = 4d8 feu renvoyés sur l'attaquant.

Contre-mesure

Réservez les dégâts radiants pour Raphaël UNIQUEMENT. Contre les sbires, utilisez des dégâts physiques ou de froid. Informez toute l'équipe AVANT le combat.

Piliers d'Âmes — Buff Permanent

DANGER

Menace

4 Piliers d'Âmes renforcent Raphaël (+2 CA, régénération 20 PV/tour, résistance à tous les dégâts). Tant qu'un pilier est debout, Raphaël est quasi-imbattable.

Contre-mesure

Détruisez les 4 Piliers d'Âmes au Tour 1 en priorité absolue. Chaque pilier a ~40 PV. Utilisez des AoE (Boule de Feu, Éclair) pour en détruire plusieurs à la fois.

Globe d'Invulnérabilité — Obligatoire

DANGER

Menace

Les AoE de feu de Raphaël (8d6 à 10d8) peuvent wipe l'équipe. Sans protection magique, les personnages en robe meurent en 1-2 AoE.

Contre-mesure

Globe d'Invulnérabilité annule toutes ses AoE de niveau 5 ou moins. Gardez-le pour les phases critiques. Résistance au feu (sort ou équipement) comme backup.

Rule 1 — Soul Pillars (ABSOLUTE PRIORITY)

4 Soul Pillars permanently strengthen Raphael: +2 AC, 20 HP/turn regeneration, resistance to all damage. As long as a single pillar stands, Raphael is unbeatable. Each pillar has ~40 HP — individually fragile, but there are 4 scattered across the arena.

Turn 1 Strategy: Split your party. Two characters on the north pillars, two on the south pillars. Each Fireball (8d6 = avg. 28) can hit 2 pillars if you aim between them. Two Fireballs = 4 pillars destroyed in one turn. If you only have one AoE caster, use Lightning Bolt (line that passes through multiple pillars) as a complement.

Rule 2 — ABSOLUTE BAN on Radiant Damage Against Minions

DEADLY TRAP: Raphael's demonic minions possess a doubled fire damage reflection. If you use Divine Smite (Radiant) on a minion, the demon converts your damage to fire and reflects double. A level 3 Smite = 4d8 radiant → 4d8 × 2 = 8d8 fire reflected = avg. 36 damage to YOUR attacker.

Inform the entire team BEFORE the fight. A Paladin who reflexively Smites a minion can kill themselves in one hit.

Rule 3 — Globe of Invulnerability (Mandatory Phase 2)

In Phase 2, Raphael transforms into an Archdevil and unleashes his Infernal Breath (10d8 fire, DEX Saving Throw DC 20 = avg. 45 damage). Against a grouped party, this is a potential wipe in a single turn.

The Globe of Invulnerability nullifies any spell/ability of level 5 or less within its 3m zone. Infernal Breath is a level 5 spell — it is completely neutralised. Group your characters inside the Globe during Breath phases, exit to strike when Raphael is on cooldown.

The Markoheshkir grants the Globe for free — you do not even have to consume a level 6 Spell Slot. This is the reason the Sorcerous Sundries Vault is listed before Raphael in this act.

🛡️ ALTERNATIVE

Objet manqué

Globe of Invulnerability (Spell Slot used or Markoheshkir not retrieved)

Plan B — Alternative

Fire Resistance (level 3 spell) on the entire party — reduces Infernal Breath from 45 to ~22.5. Not ideal but survivable with 60+ HP.

If the level 6 Spell Slot is already consumed and the Markoheshkir is missing

🥊 The Fists of God (Monk): Save Hope and kill Raphael. She will give you the Gloves of Soul Catching. These gloves add 1d10 force damage to your unarmed attacks and heal you for 10 HP per hit. You are now invincible in 1v1.

🛡️ The Helldusk Armour (Lockadin): By killing Raphael, you obtain the Helldusk Armour. Not only does it offer 21 AC, but you are considered proficient even if you lack the proficiency (though you have it as a Paladin). This is your final armour.


OPTIONAL BOSS: Ansur, the Undead Dragon (400 HP)

Ansur is a bronze dragon turned undead, lurking beneath the Wyrmway below Wyrm's Rock. The fight is brutal but rewards with the two best defensive items in the game: Balduran's Giantslayer and the Helm of Balduran.

Ansur, le Dragon Mort-Vivant

Acte 3Voie du Wyrm — sous la Roche du Wyrm

PV 400
CA 17
FOR
24
+7
DEX
12
+1
CON
22
+6
INT
16
+3
SAG
14
+2
CHA
18
+4

Combat Complet

Ansur est un dragon de bronze mort-vivant. Sa capacité la plus dangereuse est Nova Cœur de Tempête — une AoE de foudre massive.

Nova Cœur de TempêteRécupération Charge pendant 1 tour

Ansur charge pendant 1 tour, puis déchaîne une AoE massive infligeant 10d8 dégâts de foudre (JdS DEX DD 18 pour moitié). Détruit toutes les couvertures proches.

10d8 lightning

Attaque Multiple

3 attaques : Morsure (2d10+7), Griffe (2d6+7), Griffe (2d6+7).

2d10+7 / 2d6+7 / 2d6+7

Souffle AvideRécupération 5-6

AoE cône. 8d8 dégâts de foudre (JdS DEX DD 18). En cas d'échec, également Étourdi pendant 1 tour.

8d8 lightning

Immunité : lightningpoisonnecrotic
Vulnérable : radiant
dragonundeadwyrmway

Matrice d'Urgence — Ansur, le Dragon Mort-Vivant

1 mécanique(s) létale(s) détectée(s)

Nova Cœur de Tempête — Menace de TPK

LÉTAL

Menace

Quand Ansur s'envole et commence à canaliser, il déchaîne Nova Cœur de Tempête au tour suivant. 10d8 foudre (moy. 45 dégâts) en AoE massive. Peut tuer tout le groupe.

Contre-mesure

Utilisez la capacité de glace du Myrmidon d'Eau ou Globe d'Invulnérabilité. Attention : Contresort NE FONCTIONNE PAS — c'est une capacité, pas un sort. Meilleure option : tout le monde Foncer derrière le pilier le plus éloigné ou utiliser de l'équipement/sorts de Résistance à la Foudre.

The Central Mechanic — Stormheart Nova

Ansur possesses a unique ability: Stormheart Nova. When he takes flight and begins channelling, he is preparing to unleash a massive AoE of 10d8 lightning damage (avg. 45 damage, DEX Saving Throw DC 18 for half) that covers nearly the entire arena.

This is NOT a spell. Counterspell does NOT work against Stormheart Nova. It is an innate ability — no verbal component, no interruptible targeting.

You have 1 turn of warning. When Ansur takes flight and begins to glow, the Nova arrives next turn. This turn is your survival window.

Nova Survival Strategy

The Globe of Invulnerability nullifies the Nova if it is classified as a level 5 or lower ability. In BG3, Stormheart Nova is treated as a level 5 spell — the Globe neutralises it entirely. Group your 4 characters inside the Globe during the channelling turn, then exit to strike.

If you do not have the Globe: Lightning Resistance (spell, potion, or equipment) reduces the 45 damage to ~22.5. Combine with a Dash behind the furthest pillars. The pillars provide partial cover (+5 to DEX Saving Throw = 70-80% chance of halving = ~11 final damage with resistance + cover + successful Save).

ANSUR'S IMMUNITIES: Lightning (obviously), Poison, Necrotic. Vulnerability: Radiant. Unlike Raphael's minions, radiant damage is your best friend here. Divine Smite is doubled. The Blood of Lathander continues to blind undead — including Ansur.

Radiant burst calculation:

  • Level 3 Divine Smite + Undead bonus: 4d8 + 1d8 = 5d8 radiant = avg. 22.5, ×2 vulnerability = 45 per Smite
  • 2 attacks + 2 Smites in one turn = 90 radiant damage from a single Paladin
  • Ansur has 400 HP. In 4-5 turns of concentrated radiant DPS, he falls.

Balduran's Giantslayer (doubles Strength modifier on damage) and the Helm of Balduran (regenerates 2 HP/turn + anti-crit) make your tank nearly immortal for the remaining fights. These two items alone justify the risk of the Ansur fight.

🛡️ ALTERNATIVE

Objet manqué

Globe of Invulnerability against the Nova

Plan B — Alternative

Lightning Resistance Potion (entire party) + Dash behind pillars. If a character falls, immediate Healing Word from the backline.

If the Globe is already consumed or the Markoheshkir is unavailable

🗡️ The Giantslayer (Lockadin): Defeat the undead dragon Ansur to retrieve Balduran's Giantslayer. It is the best two-handed weapon in the game. If you use Cloud Giant Strength Elixirs (Strength 27), this weapon's damage reaches absurd heights.


V — The Point of No Return

After defeating the Chosen and retrieving the Netherstones, you can face the Elder Brain. This decision is IRREVERSIBLE. Make sure you have completed EVERYTHING you wanted to do in Baldur's Gate.

Mandatory prepared spells checklist:

  • Haste on at least 1 caster
  • Counterspell on at least 1 caster
  • Freedom of Movement on at least 1 caster (anti-Domination)
  • Globe of Invulnerability via Markoheshkir or level 6 slot

VI — The Elder Brain — Final Battle (Netherbrain — 450 HP)

This is the last fight of your Honour Mode run. Everything you have built — the builds, the equipment, the failsafes — converges here. The Elder Brain is not the hardest boss in the game (Raphael is worse), but its exclusive Honour Mode mechanic demands absolute tactical discipline that is tested nowhere else.

Le Cerveau Primitif

Acte 3Bassin Morphique — Combat Final

PV 450
CA 18
FOR
26
+8
DEX
14
+2
CON
24
+7
INT
28
+9
SAG
20
+5
CHA
18
+4

Phase 1 — Assaut de la Couronne

Le Cerveau Primitif lance des assauts psychiques. Détruisez les constructions Néthérisses pour progresser.

Explosion Psychique

Toutes les créatures dans un rayon de 9m doivent réussir un JdS INT DD 18 ou subir 4d10 dégâts psychiques et être Étourdies pendant 1 tour.

4d10 psychic

Coup de Tentacule

Attaque de mêlée. +14 au toucher, 3d8+8 contondants. Sur un hit, la cible est mise À terre.

3d8+8 bludgeoning

Domination (Action Légendaire)Légendaire

La cible doit réussir un JdS SAG DD 20 ou être Dominée jusqu'à la fin de son prochain tour. Les alliés dominés attaquent votre groupe.

Immunité : poisonpsychic

Phase 2 — Convulsions Désespérées

Sous 50% PV

Le Cerveau Primitif devient désespéré. Obtient Attaque Multiple (3) et des dégâts psychiques rétributifs.

Immunité Rétributive

Quand il est touché par une attaque de mêlée, l'attaquant subit 2d8 dégâts psychiques. PAS de JdS.

2d8 psychic

Renforts Flagelleurs MentauxLégendaire

Invoque 2 Flagelleurs Mentaux Fanatiques avec 40 PV chacun au début de chaque round.

Immunité : poisonpsychic
final-bosselder-brainillithid

RED ALERT — EXCLUSIVE HONOUR MODE MECHANIC

RETRIBUTIVE IMMUNITY: At the end of each round, the Elder Brain becomes totally immune to ALL damage types it suffered during that round, for the following round. If you mix Lightning + Radiant + Slashing on Turn 1, the Brain is immune to all three on Turn 2. A single character who attacks with the wrong damage type on the wrong turn ruins the entire rotation.

Why this is devastating: Imagine your Paladin strikes with a fire-enchanted sword on Turn 1 (the "Magical" Turn). The sword deals Slashing + Fire. The Brain becomes immune to Slashing AND Fire on Turn 2. On Turn 2 (the "Martial" Turn), your martials can no longer deal Slashing damage. Your rotation is broken.

Matrice d'Urgence — Le Cerveau Primitif

3 mécanique(s) létale(s) détectée(s)

Immunité Rétributive — Mécanique Mode Honneur

LÉTAL

Menace

EXCLUSIF MODE HONNEUR : à la fin de chaque round, le Cerveau devient totalement immunisé à TOUS les types de dégâts qu'il a subis durant ce round, pour le round suivant. Mélanger tous les types au Tour 1 = 0 dégât au Tour 2.

Contre-mesure

Segmentez vos dégâts ! Tour 1 = Magique (Foudre, Froid, Force). Tour 2 = Martial (Radiant, Contondant, Tranchant). Alternez. Un seul personnage avec le mauvais type ruine le tour suivant.

Dégâts Rétributifs Mêlée (Phase 2)

LÉTAL

Menace

En dessous de 50% PV, chaque attaque de mêlée renvoie 2d8 psychiques à l'attaquant. Ce n'est PAS une réaction — ça se déclenche sur CHAQUE hit.

Contre-mesure

Passez en attaques à distance : sorts, Décharge Occulte, lancers d'arme. Si vous devez frapper en mêlée, Protection contre la Mort + PV temporaires obligatoires.

Domination — JdS SAG DC 20

LÉTAL

Menace

Un allié dominé avec Maître des Armes à Deux Mains peut one-shot votre personnage le plus fragile en un coup.

Contre-mesure

Lancez Liberté de Mouvement avant le combat. Aura de Protection du Paladin 6 (+CHA aux JdS), Anneau de Protection, Cape de Protection pour maximiser les JdS de Sagesse.

The Damage Segmentation Protocol

This is the most important strategy in the game. Every character must know exactly which turn they attack and which turn they simply buff/heal.

Turn 1 — Magical Damage ONLY

On Turn 1, only your spellcasters attack. Allowed damage types:

  • Lightning: Lightning Bolt, Call Lightning
  • Cold: Cone of Cold, Ray of Frost
  • Force: Eldritch Blast, Magic Missile

Your martials on Turn 1: They do NOT attack. They position, consume their Strength Elixirs, cast Shield of Faith, and prepare Haste on Turn 2 attackers.

Turn 2 — Martial Damage ONLY

On Turn 2, your martials attack. Allowed damage types:

  • Radiant: Divine Smite
  • Slashing: Weapon attacks (sword, axe)
  • Bludgeoning: Weapon attacks (mace, hammer)

Your casters on Turn 2: They deal no damage. They heal, buff (Haste), or use non-offensive utility spells.

Turn 3+ — Alternate the Cycle

The cycle repeats: Turn 3 = Magical, Turn 4 = Martial, etc. Each turn, the Brain loses the previous turn's immunities and gains those of the current turn. Perfect segmentation = 0 wasted turns.

THE MOST COMMON FATAL ERROR

REMOVE ALL ELEMENTAL ENCHANTMENTS FROM YOUR WEAPONS BEFORE THIS FIGHT.

A character with an elemental weapon enchantment (e.g. +1d6 fire on a sword, Everburn Blade with its passive 1d4 fire) who attacks on the "wrong" turn adds the Fire type to the Brain's immunity list. Yes, even 1 fire damage is enough. The immunity is binary — 1 fire damage = total Fire immunity.

FORBIDDEN weapons on the Martial Turn:

  • Everburn Blade (passive fire)
  • Any weapon with Fire, Cold, Lightning, or Acid enchantment
  • Nyrulna (thunder explosion = Thunder damage = Thunder immunity next turn)

ALLOWED weapons on the Martial Turn:

  • Balduran's Giantslayer (pure Slashing + Force bonus)
  • +3 weapons without elemental enchantment
  • Divine Smite (Radiant — allowed on the Martial Turn only)

Phase 2 — Below 50% HP: Retributive Damage

Below 225 HP, the Brain deals 2d8 psychic (avg. 9) to every melee attacker, no Saving Throw. This is NOT a Reaction — it triggers on every hit. A martial with 3 attacks per turn takes 3 × 9 = 27 automatic psychic damage per turn just from attacking.

Solution: Switch entirely to ranged attacks.

  • Eldritch Blast (Force, ranged, 3 rays at level 11+)
  • Magic Missile (Force, auto-hit)
  • Bows and crossbows for martials (Slashing/Piercing)
  • Weapon throws (Nyrulna returns automatically — perfect here, but beware of Thunder on the wrong turn)

The Brain uses Domination (WIS Saving Throw DC 20) as a Legendary Action in Phase 2. A dominated character attacks your allies for 1 turn. A dominated Paladin with Great Weapon Master active can one-shot your healer in a single strike (2d6+15 × 2 = avg. 44 damage).

Freedom of Movement before the fight immunises the most dangerous character (your main DPS) to Domination. For the others, stack Wisdom Saving Throw bonuses: Paladin 6 Aura of Protection (+CHA to Saves), Cloak of Protection (+1 Saves), Ring of Protection (+1 Saves).

🛡️ ALTERNATIVE

Objet manqué

Freedom of Movement (slot used)

Plan B — Alternative

Paladin 6 Aura of Protection (CHA to Saves) + Cloak of Protection + Ring of Protection = +5-7 to WIS Saves. Against DC 20, with WIS +2 and bonus +6, you need a 12+ = 45% resistance.

If no level 4 slot is available


Final Execution

Phase 2 rotation reminder:

  • Odd turns (1, 3, 5...): Ranged magical damage (Force, Lightning, Cold) — casters only
  • Even turns (2, 4, 6...): Ranged physical damage (Piercing via bows, Radiant via ranged spells) — martials only
  • Nobody attacks in melee after the 50% HP threshold

With perfect rotation, every turn deals non-immunised damage. The Brain falls in 5-7 turns with a well-equipped party.


Epilogue

Congratulations, Commander. If you are reading these lines and your save file displays "Victory — Honour Mode", you have accomplished one of the most demanding challenges in modern RPGs. Every build planned, every failsafe prepared, every damage type segmented — all of it converged toward this moment. The Race to Level 12 gave you the power. The Sorcerous Sundries Vault gave you the tools. The discipline of the rotation gave you the victory. May the dice ever be in your favour.