The Ultimate Baldur's Gate 3 Strategy Guide
Everything the best guides, wikis and community megathreads agree on — boiled down into one place. Learn the systems that matter, pick a build that wins fights, keep your companions alive, and never miss the good stuff.
10 things veterans wish they knew on run one
- Action economy beats everything. Every turn you get an Action, a Bonus Action, Movement and a Reaction. Jump, Shove (bonus action), drinking potions and throwing items are all cheap — a character who uses all of them doubles their output.
- Height and darkness are free accuracy. Attacking from high ground gives +2 to hit; attacking from stealth or into an obscured target gives Advantage. Position before you fire.
- Long rest more than you think. Camp supplies are plentiful. Most companion scenes, romances and quest updates only fire during long rests — resting rarely costs you anything outside of a few timed quests.
- Save often, in multiple slots. The game is huge and reactive. Quicksave before every dialogue that matters, every trap, and every fight. (Honour Mode excepted — see that page.)
- Talk to everything — including the dead and animals. Speak with Animals and Speak with Dead unlock whole quest branches, secrets and loot. Grab Speak with Animals early (Astarion's or a scroll / Potion of Animal Speaking).
- Hit 16+ in your main stat, then plan for 20. Point-buy to 16/17 in your key ability, use Ability Score Improvement feats at 4 and 8, and remember several items and elixirs set or raise stats.
- Respec is cheap. Withers (in camp from Act 1) lets you rebuild any companion for 100 gold. Experiment freely — nothing about a build is permanent.
- Send your loot to camp. Right-click → Send to Camp keeps you under the weight limit. Sell junk (gold-coloured "valuable" items) in bulk with the trader's "Sell Wares" button.
- Prepare buffs before the fight starts. Mage Armour, Longstrider, Aid, Death Ward and other long-duration buffs last until long rest. Cast them out of combat so they don't cost turns.
- Pick your fights. Most encounters can be avoided, talked down, ambushed from stealth or split up. A Charisma-based talker with good Persuasion is one of the most powerful party members you can have.
Explore the guide
Core Mechanics
Advantage, surfaces, stealth, resting, the action economy and the systems the tutorial never explains.
Classes & Subclasses
All 12 classes and 58 subclasses rated, including every Patch 8 addition.
Top Builds
Filterable, level-by-level builds: Sorcadin, Gloom Stalker Assassin, Tavern Brawler Thrower, Swords Bard and more.
Companions & Party
Where to recruit everyone, how not to lose them, romance options and four proven party comps.
Act-by-Act Walkthrough
Critical path, side-quest priorities, missables and every point of no return.
Best Gear
The items that make builds work, by act and slot, and exactly where to find them.
Boss Strategies
Plans for every major fight, plus Honour Mode legendary actions to watch for.
Honour Mode
Rules, run-killers, safe party setups and the habits that bring home the golden die.
Your first hour: a quick-start plan
Character creation
- First run? Play a custom "Tav" or the Dark Urge for maximum freedom; origin characters lock out their own companion story.
- Easiest strong picks: Paladin (Oath of Devotion or Vengeance), Fighter (Battle Master), Warlock (Fiend or Hexblade), or Sorcerer (Draconic).
- Races: Half-Orc and Githyanki are great for martials; Drow and Half-Elf get Darkvision and useful proficiencies; Halfling's Lucky helps any class.
- Be the face: Charisma classes (Paladin, Bard, Sorcerer, Warlock) make dialogue checks much easier since your character starts most conversations.
On the Nautiloid & beach
- Recruit Lae'zel, Shadowheart and Astarion before leaving the ship area; grab Gale from the glowing rune east of the crash.
- Loot everything — the Nautiloid has a few healing potions and early gold.
- Long rest on the first night to trigger your first camp scene.
- Head toward the Emerald Grove; that's where Act 1 opens up.
Choosing a difficulty
| Mode | Who it's for | Key differences |
|---|---|---|
| Explorer | Story-first players | Proficiency +2, cheaper vendors, enemies have less HP. |
| Balanced | Most first runs | The "intended" 5e-style experience. |
| Tactician | Experienced tacticians | Enemies have ~20–30% more HP, +2 to hit and save DCs, smarter AI, and long rests cost 80 supplies instead of 40. |
| Honour | Veterans | Tactician plus one save file, boss legendary actions and rule tweaks. One party wipe ends it. |
| Custom | Tinkerers | Mix and match settings, including Honour's ruleset without the single save. |