Progression

Act-by-Act Walkthrough

A recommended route through each act, the side content most worth your time, and the moments where you can permanently miss things. Tick items off as you go — your progress is saved in this browser.

General route advice

  • Clear an area before leaving the act. Each act has a clearly-signposted point of no return; the game warns you before you cross it.
  • Aim for level 5 before the Goblin Camp and level 12 before the end of Act 3. You'll naturally hit it if you do most side quests.
  • Long rest after big story beats. Many quest outcomes and companion reactions resolve in camp.
  • Read the quest journal. Quests marked as urgent can actually fail if you dawdle or rest too much.

Straight Gale playthrough — Wizard 12

For a straightforward run as Gale, choose Gale under Origin at character creation and stay Wizard for all twelve levels. This route uses Evocation for accessible damage and keeps his personal story central. If you mean keeping Gale as a pure Wizard companion, the build and combat advice also apply; the origin-only camp scenes do not.

Build and party

  • Subclass: choose Evocation at Wizard 2. Sculpt Spells protects allies from your Evocation spells; it does not make every spell or hazardous surface safe. At Wizard 10, Empowered Evocation adds your Intelligence modifier to Evocation spell damage.
  • Stats and feats: prioritise Intelligence, then Dexterity and Constitution. A simple respec spread is STR 8, DEX 16, CON 14, INT 16, WIS 10, CHA 10. Take +2 Intelligence at levels 4 and 8 to reach 20, then Alert at 12.
  • Party: bring Lae'zel as a Fighter for the frontline, Shadowheart as a Cleric for support, and Astarion as a Rogue for locks and traps. Gale can lead conversations, but this build does not prioritise Charisma; use Guidance and dialogue proficiencies when available.
  • Equipment: favour spell save DC, spell attack rolls, initiative and concentration protection. Human shield proficiency lets Gale carry a shield with his staff. Avoid armour he is not proficient with, which prevents spellcasting.

Spell priorities as you level

These are suggested picks, not a fixed spellbook. Learn extra Wizard spells from scrolls and change prepared spells outside combat. You can concentrate on only one spell at a time.

  • Levels 1–2: Mage Armour, Shield, Magic Missile and Sleep. Cast Mage Armour when wearing no armour; keep a spell slot and reaction available for Shield.
  • Levels 3–4: add Misty Step, Mirror Image and Web. Use Web to slow a group while your party attacks from range; keep Gale behind the frontline.
  • Levels 5–6: add Fireball and Counterspell, then Haste or Hypnotic Pattern. Haste is powerful but losing concentration makes its target lethargic, so use it carefully.
  • Levels 7–8: add Ice Storm and Dimension Door. Ice Storm leaves slippery ground, so check where allies will move.
  • Levels 9–10: add Conjure Elemental and Hold Monster. Summon before a fight; use control on enemies with suitable saving throws rather than relying only on damage.
  • Levels 11–12: add Globe of Invulnerability and Chain Lightning. Save your highest spell slots for dangerous encounters and use Arcane Recovery between fights when available.

Gale gear — Act 1

Prioritise the staff and amulet for reliable Magic Missile damage, then improve defence. These recommendations work for both Origin Gale and companion Gale. Keep your chosen equipment out of the orb's food supply.

  • The Spellsparkler — staff, priority pick. Spell damage generates Lightning Charges, making it especially useful with multi-hit spells. Rescue Counsellor Florrick from the burning inn at Waukeen's Rest, then choose this staff from the three reward options. Missable Rescue her immediately once you approach the fire; do not leave or long rest first. Choosing another reward gives up this staff.
  • Psychic Spark — amulet. Adds one dart to Magic Missile and grants a level 1 cast once per long rest. Buy it from Blurg in the Myconid Colony (Ebonlake Grotto), Underdark. Buy before making the trader hostile or losing access to Act 1; keep it into later acts if you use Magic Missile often.
  • The Protecty Sparkswall — robe. Grants +1 spell save DC, plus +1 AC and saving throws while you have Lightning Charges. Loot the gilded chest at the end of Grymforge's trapped bridge; bring your trap specialist. Collect it before Act 1 areas become inaccessible. This clothing works with Mage Armour.
  • Bracers of Defence — optional shield alternative. Loot the gilded chest in the secret area of the Apothecary's Cellar beneath the Blighted Village. They grant +2 AC only when wearing no armour and carrying no shield. Gale can already use a shield, so choose one approach; the bonuses do not stack. Collect before losing access to Act 1.

Gale gear — Act 2

Keep The Protecty Sparkswall and Psychic Spark. There is no need to replace every slot just because you entered a new act.

  • Cloak of Protection — priority purchase. Buy from Quartermaster Talli near the Last Light Inn waypoint for +1 AC and +1 to saving throws, including concentration saves.
  • Incandescent Staff — optional staff swap. Also sold by Talli at Last Light Inn. It grants +1 ranged spell attack, fire resistance and a Fireball cast once per long rest. Choose it for the extra Fireball and defence; keep The Spellsparkler if you prefer its Lightning Charge synergy. It does not raise spell save DC.
Shop at Last Light early If the inn's protection falls, Talli can be lost along with access to her shop. Buy both items you want on your first safe visit, before advancing dangerous story events. Finish Act 2 shopping before leaving for Baldur's Gate.

Gale gear — Act 3

  • Markoheshkir — final staff. In Ramazith's Tower, reached through Sorcerous Sundries, descend to the lower treasure level. The staff is inside a magical globe. Use See Invisibility to reveal its lever, then pass a DC 20 Arcana check to disable the globe. It grants +1 spell save DC and spell attack rolls, an Arcane Battery cast without spending a spell slot, and elemental spells through Kereska's Favour.
  • Robe of the Weave — final robe. In a separate globe on the same lower level of Ramazith's Tower. Reveal its lever with See Invisibility and pass its DC 20 Arcana check. It grants +1 spell save DC and spell attacks, plus +2 AC, while remaining clothing compatible with Mage Armour. Each character gets one attempt at its lever: prepare Guidance and other check bonuses, and use another party member if an attempt fails. This treasure is in the tower, not the Sorcerous Sundries vault containing Gale's quest book.
  • Hood of the Weave — final headwear. Buy from Mystic Carrion in Philgrave's Mansion, Lower City for +2 spell save DC and spell attack rolls. Shop while he is willing to trade, before starting a fight with him; do not rely on recovering his full shop inventory from his body.

Finish before the finale: collect the tower treasures and do your shopping before committing to the final assault. Keep Cloak of Protection and Psychic Spark if they still suit your spells; these upgrades do not require replacing every accessory.

Gale's route through the acts

  1. Act 1: follow the normal route below, replacing “recruit Gale” with playing him yourself. Long rest early to meet Tara in camp, and speak to her when she has new dialogue. Keep spare magical items whose tooltips say Gale can consume them; feed the orb when its hunger returns instead of selling every eligible item.
  2. On the road to Act 2: speak to Elminster near the Grymforge route or the Mountain Pass approach, then follow up in camp. His intervention stabilises the orb and gives Gale a new mission from Mystra.
  3. Act 2: continue the main quest and keep talking to Tara. For a full three-act playthrough, do not detonate the orb in the Mind Flayer Colony. Continue past that choice and defeat Ketheric normally.
  4. Act 3: make Sorcerous Sundries a priority. Find and read The Annals of Karsus in its vault, follow up with Elminster, and attend Mystra's audience at Stormshore Tabernacle. Decide whether Gale seeks reconciliation or power before the finale; do not assume every Crown choice leads to the same ending.
Simple combat loop Start with a summon or defensive preparation, use one concentration spell to control a dangerous group, then deal damage with spells or cantrips. Keep your reaction for Shield or Counterspell, reposition with Misty Step when threatened, and rest when your spell slots are running low.

Act 1 — The Wilderness

Recommended level range: 1 → 5. The largest and most replayable act.

Recommended route

  1. Nautiloid (prologue): recruit Lae'zel and Shadowheart, take the Everburn Blade from the cambion Commander Zhalk if you can (Command → Drop, or simply loot it if he dies).
  2. Crash site: pick up Astarion and Gale. Explore the Ravaged Beach and Dank Crypt (meet Withers — unlocks respec and hirelings).
  3. Emerald Grove: meet Wyll, the tieflings, and the druids. Accept Save the Refugees. Save Arabella if you can.
  4. Blighted Village & Windmill: clear the goblins, loot the Haste Helm (moss-covered chest), and investigate the Apothecary's cellar.
  5. Risen Road: meet Karlach and resolve Hunt the Devil — siding with Karlach recruits her; Anders drops the Sword of Justice.
  6. Riverside Teahouse: Auntie Ethel's quest. Save Mayrina for a better outcome; defeat Ethel for a permanent +1 stat hair.
  7. Goblin Camp / Shattered Sanctum: free Halsin, then defeat the three leaders (Dror Ragzlin, Priestess Gut, Minthara). This is the biggest fight of the act — rest first.
  8. Underdark: Myconid Colony, Selûnite Outpost, the Sussur Tree, Phalar Aluve at the entrance, and Grymforge with the Adamantine Forge.
  9. Mountain Pass & Crèche Y'llek: Lae'zel's personal quest, the Gloves of Belligerent Skies, and the Blood of Lathander hidden in Rosymorn Monastery.
Do both: Underdark and Mountain Pass You can complete both the Underdark route and the Mountain Pass before entering Act 2. Each has its own exit into the Shadow-Cursed Lands — just don't take the final step until you're done with the other.

Act 1 missables Missable

Point of no return

Leaving Act 1 Act 2 begins when you take the final exit from either the Mountain Pass (Rosymorn Monastery Trail) or the Underdark (via Grymforge). After that, you cannot return to Act 1 areas. The game shows a warning first.

Act 2 — The Shadow-Cursed Lands

Recommended level range: 5 → 8. Darker, more linear, and full of big story beats.

Recommended route

  1. Last Light Inn: the Harpers' safe haven under Isobel's protection. Meet Jaheira, Dammon (Infernal Iron gloves), and the quartermaster.
  2. Reithwin Town & House of Healing: loot, rescue, and deal with Malus Thorm.
  3. Moonrise Towers: infiltrate (True Soul status helps) and scout. The vendors here sell Titanstring Bow and other key items.
  4. Gauntlet of Shar: Shadowheart's quest, multiple trials, and Balthazar.
  5. Ketheric Thorm (Moonrise rooftop): the act's main boss. Then the Mind Flayer Colony and the Resonance Stone.
Protect yourself from the curse The Shadow-Cursed Lands drain HP unless you carry light: the Moonlantern, Pixie's Blessing (from the Moonlantern pixie, if freed), or Last Light Inn's protection. Never leave camp without a light source.

Act 2 missables Missable

Point of no return

Leaving Act 2 After defeating Ketheric Thorm, heading toward Baldur's Gate ends Act 2. Finish the Gauntlet of Shar and Shadow-Cursed Lands content first.

Act 3 — Baldur's Gate

Recommended level range: 8 → 12. The biggest city in the game, with dozens of quests that interconnect.

Recommended route

  1. Rivington: your arrival point. Grab Nyrulna from the Circus of the Last Days. Visit the vendors near the refugee camp (Hellrider Longbow, Dwarven Thrower).
  2. Wyrm's Crossing & Wyrm's Rock: the Bridge vendor (Cloak of Displacement), Wyrmgate Prison, and Balduran's Giantslayer below it.
  3. Lower City: Sorcerous Sundries (Markoheshkir), Ramazith's Tower, the Counting House (Minsc), Stormshore Tabernacle, Steel Watch Foundry.
  4. Companion arcs: Cazador's Palace (Astarion), the House of Hope (Karlach, Helldusk Armour), the House of Grief (Shadowheart), Wyll's father, Gale's Netherese orb, Lae'zel and Orpheus.
  5. Endgame bosses: Gortash, Orin, and the Iron Throne rescue. When you're ready, the game will warn you before the finale.

Act 3 missables Missable

Point of no return

The finale Committing to the final assault on the Netherbrain locks you out of Act 3 and camp. Finish every quest, buy consumables, and make sure everyone is level 12 first.

Before the final battle

  • Stock up on scrolls of Revivify, Greater Restoration and potions of Speed.
  • Pre-buff with long-duration spells: Aid, Death Ward, Freedom of Movement, Heroes' Feast.
  • Recruit allies throughout the game — many characters you help in all three acts return to fight beside you in the final battle.