14 Insanely Cool Interactions You Might've Missed in Baldur's Gate 3
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 Published On Jan 19, 2024

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First up is how to Summon an Ooze Monstrosity! This Shape Shifting Ooze is actually named Zlorb and can be summoned using...
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Timestamps
00:00 Summon Ooze Monstrosity
00:58 Perform Your Way Out of Jail
01:32 Infinite Spell Slots & Sorcery Points
02:30 Marvin the Talking Skull
03:10 This is a Must Have Weapon
04:16 Over 100 Health Heals for 3 Turns
05:03 Use Your Spells Through This
06:21 Party-Wide Bonus Radiant Damage
07:01 Party-Wide Necrotic Resistance
07:38 Drink the Magic Water
08:22 The Charm of Auntie Ethel
09:04 Modify Vampire Bite's Damage
09:38 How to Easily Get Punch Drunk
10:01 Under-Elf in Act 1

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...a class action called An Apple a Day. This Ooze can shapeshift into a minotaur, dire wolf, phase spider, or shadow mastiff. And in its ooze form, it’s a large colorful blob that can shoot acid, or lash out with a slimy green tentacle. It also creates an acid surface whenever it takes damage. And this Ooze is actually none other than the Strange Ox you encounter in Act 1, and depending on your choices, he can follow you for the entire game. To get Zlorb the Ooze to fight for you, you’ll need to save the Tieflings in Act 1, choose to save Dame Aylin so that Last Light Inn isn’t destroyed in Act 2, and then finally in Act 3, you need to find the Strange Ox in a barn and offer to smuggle him into the city. If you agree, he’ll shapeshift into a Strange Apple - thus the name, an apple a day - that you can pick up and once you enter the Lower city he thanks you and offers to join you in the Final Fight where you can summon and control him.

Next up is how to perform your way out of jail! If you ever get sent to jail on a character with Perform, you can actually use that skill to escape. To do this, first make some distance between you and the door and start performing. Once a guard hears you, he’ll actually open the door so he can listen to your performance. Once he’s inside the cell, you can cast Invisibility on yourself, and as he’s leaving the cell, you can follow him out. The classic escape from jail like a Bard!

Next up is how to get Infinite Spell Slots and Sorcery Points! In Act 2 there is a trader called Lann Tarv who sells 2 Potions of Angelic Relief, which grant you the effects of a Short Rest and restore all of your level 1 and level 2 spell slots. This, when used by a Sorcerer combined with refreshing the trader’s stock through leveling up a hireling, means that you can essentially get infinite spell slots and sorcery points. Sorcerers have two abilities, one called Create Sorcery Points, which spends spell slots to gain Sorcery Points, and Create Spell Slot which does the opposite. All you need to do is convert your level 1 and 2 spell slots into Sorcery Points and then use a potion of angelic relief to restore them. Then you can use those sorcery points to create higher level spell slots later. You can even stock up on these potions since Lann Tarv won’t be around forever and take this trick with you into act 3.

Next up is Marvin, the Talking Skull. Inside a Wyrms Rock Prison cell, there is an unusual skull that you can interact with. And at first glance what might look like just another bone on the ground is actually a talking skull! This skull apparently belonged to a powerful wielder of magic, who is able to retain their ability to speak through it! By speaking to the skull and answering its riddles, it promises you that it will teleport you out of the prison cell to freedom. This sequence of events reminds me of the scene in The Hobbit, where Gollum and Bilbo’s trade riddles and if Bilbo wins, then Gollum must show him the way out.

Next up is the Flail of Ages. This weapon comes with a level 3 transmutation spell called Elemental Age. This is a spell which enchants a weapon to grant it +1 to attack rolls and +1d4 elemental damage of your choice of either cold, fire, or acid until long rest. Each of these also inflict conditions on your target, Acid reduces armor class by 2, Chilled makes the entity vulnerable to cold and resistant to fire damage, and fire inflicts burning, dealing 1d4 fire damage per turn. But what makes this different from say the Drakethroat Glaive is that you cannot target with this spell - it always gets used on your main-hand weapon. Usually that would mean the flail itself, but with Dual-Wield, you can cast this on a different weapon when holding the Flail of Ages in your offhand. So you can grab another party member’s weapon, cast Elemental Age on it, then pass it back to give them this buff.

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