Below I will list several features that expand the (already significant) amount of content. Things, of course, are obvious, but suddenly someone doesn’t know.
When using this spell in dialogue, some characters have the ability to read that character's thoughts. In the vast majority of cases this is used to bypass belief type checks and is an alternative option. As a rule, you won't learn anything super important (this may not be true in the full game), but sometimes it complements the impression of the character or provides additional information. It requires concentration, so if you get into a fight, there is a high chance that the spell will go off. The release included mind reading potions that work without concentration and until a long rest - convenient.
There is an item in the game that gives the ability to detect thoughts - it is located in the Underdark, in a magic tower.
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You can talk to any animal in the game, even the most ordinary-looking rat. Often some funny dialogue may happen or you may learn some useful information. The spell lasts until a long rest, which is convenient. Unfortunately, I haven't found it in the game yetThere is no item that would give this ability, but you can get it from scrolls or potions.
Another very useful spell is talking to the dead. You can try to talk to any dead person, but not everyone has something to say. But nevertheless, you can talk to many corpses. After you use the spell at least once on any dead person, all dead people who have something to say will begin to be illuminated with a green glow. This will last until a long rest - after the rest you will need to recast the spell and poke it again at any corpse for the illumination to return.
Often you can learn quite a lot of useful information from corpses. But you can only ask five questions, and there are usually many more options, so choose wisely. By the way, you can talk to almost all unique humanoid opponents after you kill them. But there are a couple of nuances. Firstly, if you mutilate the body in any way, for example, burn it with a fireball, then no conversation will happen - it’s difficult to talk when all that’s left of you is coals. Secondly, the dead man will not talk to those who participated in his murder, but this can be circumvented using the “Shape Change” spell - then the corpse will not recognize you and will calmly communicate with you.
Is there an item in the game that gives you the ability to speed up??arrange with the dead. Located in the crypt, which is at the very beginning of the first act, near the beach. Also in the first act you can find a book, reading which gives permanent knowledge of the ability to talk with the dead to the reader. True, this is not the only use of this book, and reading it is risky. I'll probably add more information about this when I check everything after release.
This spell allows you to change your appearance to the appearance of a creature of any race and gender available in the game. May be useful in several cases. Firstly, as I wrote above, it can be used to deceive a corpse that does not want to talk to its killer. But keep in mind that you first need to change your appearance, and only then try to talk to the dead man - if you first get a refusal, then no changes in appearance will help. Secondly, there are places in the game with which only small characters (gnomes, halflings and probably dwarves) can interact - for example, some kind of narrow hole or hole. Accordingly, if you take on the appearance of a small race, you will be able to interact with what would otherwise be inaccessible to you. Shadowheart always has this spell at the ready.
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A non-obvious chest on the cliff, near the crash site. There's nothing interesting inside, but they give you a little experience for finding it (screenshot from early access).
The famous secret with a stone. To notice that a stone can be moved, you must pass a Nature check. Strength 13 (Shadowheart has) will be enough to move the stone. Under the stone is a chest with loot. If you read the Harper Map, then a mark will appear on the general map indicating their hiding place (but you can just go there without any marks and find everything the same) - there is a skeleton with a Silver Pendant (gives the Instruction focus - useful if there is no SH in the party ).
Some notable places. Loot is most likely random.
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The key is in the nest of the Topaz bird - you can get it peacefully through talking with animals in several ways. Laezel can easily jump onto the column with a boosted jump, but others can probably do it too, but I haven’t checked.
On the descent to the water, you can move an unremarkable stone - under it is the amulet of Silvanus. But take it carefully so that no one sees, otherwise they will consider it theft.
Before treating Findal, steal the Key of the Ancients hoop from him - then it will be inconvenient to do this (this is in case you are going to treat him at all). If you wear this hoop, you can open the door in the eastern part and enter the Druid Library from the back door.
There is a corpse on a small island with the key to the chest here. Just don’t forget to remove the trap before opening it - it will make a big noise. The chest contains a rare staff.
1. An inconspicuous, non-illuminated skeleton under the??stom - smuggler's ring.
2. To open the secret door in the basement, you need to seat two heroes on the thrones on each side. Inside are the gloves of heroism.
3. Zentarim cache. Nothing special, but still nice to peel.
On the top floor of a magical tower that can be found in the Underdark, there is a seemingly unremarkable stool lying around. But if you point to it, you will notice that the name of this stool is not quite ordinary.
If you sit on this stool, you will receive the Might of the Hill Giant buff, which sets the character's Strength to 21.
I don’t know if this stool can be used in the future as a stool, but I don’t rule out that it might be possible. But what we can do here and now is to break the stool and take one leg from it in the form of an improvised club, which has absorbed some of the power from the stool and sets the character’s Strength to 15. This, of course, is not 21, but it’s still nice .
In a magical tower in the Underdark, on one of the floors you can find a strange button, pressing which does not lead to anything.
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There in the tower you can find a note from which you can find out that the owner of the tower, Lenora, had a dog named Mirna, who, unfortunately, has already died. It also mentions that she loved crocuses.
The situation in the corner next to the mysterious button allows us to guess that this particular corner was the place where Myrna lived. But what is the button for?
Walking through the Underdark, you can discover the place where Myrna was buried. If you have autumn saffron (crocuses) in your inventory, you can lay flowers on the grave and get some experience for it.
Or, if you have a shovel, you can simply dig up the grave and find a dog collar in it. The collar does not provide any bonuses and, it would seem, this is another of the many unique but useless items added by the developers for the atmosphere, but you can notice that the collar is equipped in the amulet slot.
Now all that remains is to put two plus two - equip the collar, return to the tower, press the button - and voila, the tower recognizes the dog Mirna in us and gives us a meat steak. It turns out that the mysterious button is a food dispenser organized by Lenora for her dog, which allowed her not to be distracted by feeding Myrna.
You can get here byin two ways - from the Ramazit Tower (lower level, "Storage" button) and from Magic Supplies (through the portal).
1. Karsus Vault. The book "Annals of Karsus" - gives the scroll "Overthrow". You can also find a two-handed hammer Enemybreaker here (the chest is invisible - use a spell to see the invisible).
2. Elminster Vault. The book "Tarhiate Code" - when read, imposes the curse "Tarhiate Withering" (Endurance -5) and provides information for reading the book "Necromancy of Thay". The curse can be removed with a spell - it will turn into a buff. You can also find the Hat of Fiery Speed right there (the chest is invisible - use a spell to see the invisible).
3. The room is hidden behind an illusory wall. The book "Be careful in the Seelie Court" - gives the scroll "Bestial Unity".
4. The book “The Last Stratagem of the Red Knight” - gives the scroll “The Art of War”.
5. The room behind the illusory wall. Lamp with genie. Killing a genie will not give you anything useful - except moral satisfaction. To get out of the lamp you need to call someone inside.
In addition, in the labyrinth of doors, you can break the door called “Illusion” - behind it is a two-handed ax of hellfire.