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报告翻译问题
This sounds like me! ;)
Thanks for the House of Hope tip!
Which fight do you specifically mean? I've only been to the middle of chapter 2, as I keep re-starting.
I am on Honour mode difficulty, so I want to be prepared! ;)
Lightning Resistance for Ansur?
Thanks for the location tips; I will keep those places in mind!
On arrows: "smokepowder arrow"? I don't recall seeing them, but I will look it up. And yes, I've been collecting the arrows that target many enemies - as well as the ones that silence casters. But I wasn't sure about the others.
(can't make smokepowder grenades with alchemy; again I get why; they are the 2nd best grenades in the game to concussion grenades, which, BTW, can only be obtained in one final fight. Runepowder vials are awesome, but are not grenades per se, you have to throw them, then ignite them with fire arrows or a fire bolt.)
EDIT: Bg3 wiki is an awesome resource.
https://bg3.wiki/wiki/Smokepowder_Arrow
You can view every type of arrow and grenade in the game there, just FYI.
Ah, okay. No wonder. I've only gotten to level 9 in my last playthrough! ;)
Bloodlust elixir is completely useless on tactician and honour difficulty.
Anyway, I think having necrotic vs Myrkul and fire against Raphael was good as "insurance" so you can't lose the fight. Even though you can just have a life cleric in group instead and you can pretty much never lose.
Essentially, you can use them to beat fights you should lose, as most effects like them last untill long rest you can really buff yourself and go nuts.
If you play normally though, I could see you never using them thinking "i'll need them someday". You are essentially carrying a ton of potions and scrolls that will be there for the entire game. Be funny to know just how many people have finished playing with that, an entire inventory or 2 just full of unused scrolls and potions and elixirs.
Explosive arrow are VERY useful. I think there was a lgihtning arrow. So if you drench the enemy you can lgihtning bolt and lightning arrow. Acid arrow reduces armor a little bit.
Explosive arrows for multiple targets or for igniting the satchels of powder. Having fire resistance is very helpful for the big grymforge fights. If you ever get to a point where you are fighting flayers, they arent as dangerous as in bg2 but in this incarnation they do SAVAGE psychic damage, so stealing the 3 anti psychic elixirs a certain person in the mushroom camp has could be good for later
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That said: They have their uses.
Fire Elixirs are great in Grymforge because of the lava, in House of Hope, at Rosymorn against the kobolds (but that's an easy fight anyways so a whatever-whatever works great there), in the Astral Plane against the Ember gishes, and towards campaign end.
Poison Elixirs help against Ethel (Ray of Sickness Spam) and particularly against that ol' Balty (Hasted 2x Cloudkill is murder, lemme tell ya). They also strangely come in handy at the morgue where it's full of poison gas.
Acid Elixirs - honestly - are kinda bait. You fight acid oozes a total of 2 times in BG3 and both times they die so quick that they realistically shouldn't hit you once.
Psychic Elixirs work wonders against Gith, most abberations, and mindflayers. Beginning of Act III - in the Astral Plane - can be a great place to pop some if they're available as all the Gith monks have Manifestation of Mind active. Pair that with a way to block bludgeoning damage and it should save you like 20HP per turn.
Necrotic Elixirs are good for most of Act 2, and particularly against Cazador.
Radiant Elixirs - if you can find them - are a godsend against any kind of Paladin (The false Tyrrans, the Absolute Zealots, Ketheric, etc.)
Lightning Elixirs can help against Ansur (but just bring Globe of Invulnerability because his nova can still potentially one-tap your ass through resistance).
You hardly ever see any Thunder damage, except right before Ansur (but pack Lightning Elixirs anyways because - again - Globe of Invulnerability).
Cold Elixirs are really only useful early game (The Goblin Warlocks cast Armor of Agathys and can reflect 15 damage back her melee hit while it's up). They can help - kinda - in Act 2 when the Adepts use Hunger of Hadar, but 1) Counterspell and 2) they have less than 60HP and you have burst damage options at that point like Water-boosted Lightning Bolt or Swords Bard shenaniganry, etc.
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Helpful to know - thanks!
This is very comprehensive - thank you!