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What you need to cast spells depends on your class.
- illusion to distract or call targets to a specific position.
- firebolt to blow things up.
- ice blast to shut-off light sources.
Always needed:
-Ledgermain mage hand. It can move things, press buttons, pass through gates, and shove off sentinels out of high ground.
Best Spells:
- misty step to instantly relocate.
- expeditious retreat
- triple jump
- circle of blades - VERY HANDY. Surefire damage, specially against f*ckin monks, and invisible assassins.
- darkness. It f*cks up the range. Melee misses a lot, and range attacks (arrows and spells) need to get too close to do it.
Stats:
get backup items that boost your sleight of hand. You NEED to steal the traders for a good pack of scrolls.
main stats - dexterity and intelligence (for your spells)
Pack up your scroll and potion collection. Use them ALWAYS.
turn base concept for an arcane trickster:
0- eliminate light sources.
1- start the turn in stealth. (if you are not in stealth, don't act. Cast an illusion, hide, and relocate- ALWAYS relocate)
2- use range/melee/spell, hide and relocate.
Most enemies will get confused with this. You can kill A LOT of enemies solo, by using cloud kill on stealth, as an example.
https://baldursgate3.wiki.fextralife.com/Risky+Ring Attainable fairly early even.