「Baldur s Gate 3: Best Rogue Class Build」の版間の差分

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(ページの作成:「<br>The Urchin background grants proficiency in Sleight of Hand and Stealth, so these two classic Rogue options are removed from their massive list of 11 possible skills.…」)
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2025年10月28日 (火) 14:52時点における版


The Urchin background grants proficiency in Sleight of Hand and Stealth, so these two classic Rogue options are removed from their massive list of 11 possible skills. Charlatans lose Deception and Sleight of Hand, while Guild Artisans lose Persuasion and Insight.

The most broken way to play a Thief Rogue is to keep them separate from the rest of the party before combat, then sneak to a vantage point, and fire off a Sneak Attack for free before entering the fray. Oftentimes, this one-shots weak to medium-strength enemies.


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At the character creation screen and again at Level 6, Rogues get to choose two extra skills to gain Expertise in, for a total of four. Expertise is a little bit different than just being Proficient in a skill.

Assuming players aren't taking levels in Fighter, Sorcerer, or Cleric, their top priority as an Abjuration Wizard should be improving their AC. In Act 1, players can grab the Ring of Protection in Act 1 by helping Mol steal the Idol at the Emerald Grove, collect the Bracers of Defense from the Apothecary's Cellar in the Blighted Village, and then purchase the Cloak of Protection from Talli at the Last Light Inn in Act 2. While at the Inn, buy the Evasive Shoes from Mattis for another +1 AC. These will provide +5 AC total, which raises the Wizard's AC to 18 when using Mage Armor even if they haven't invested in Dexterity (Important note here: They should absolutely invest in Dexterity for Learn Even more better results.) If using heavy Armor, players can still grab the Ring, Boots, and Cloak for +3 AC. (Unfortunately, the Bracers only work on Unarmored Characters)


Just because players might be looking for the best Heavy Armour in Baldur’s Gate 3 doesn’t mean that they always have to look for extremely intricate pieces. Sometimes, the "best" gear they can find are reliable pieces that they can get almost anywhere - something the Splint Armour embodies. This AC 17 Heavy Armour is among the first Heavy Armour variants players can obtain in the game, and it’s a surprisingly common type of Heavy Armour that can be found among heavily-armoured combata

Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.

Metamagic lets Warlocks use Quickened Spell and Twinned Spell to great effect, adding additional Eldritch Blast casts or damage, and opening up the potential for a Warlock to double-cast spells like Haste.


Armour is a critical element of a player’s arsenal in Baldur’s Gate 3 , primarily since D&D mechanics dictate Armour Class and other defensive characteristics based on the armour that one wears. While Baldur's Gate 3 offers the usual slate of Light, Medium, and Heavy Armour for most characters, specific equipment provides additional benefits that can help carry characters through much of the game’s mid-game to the endg

There is an entire set of equipment tailor-made to suit an Oathbreaker Paladin, known as the Blackguard Set. These consist of the Blackguard's Plate, Gauntlets, Greaves, and Sword, along with the Shield of the Unjust. These provide an assortment of bonuses including an extra first level spell slot to dish out Divine Smites and advantage on Wisdom Saving throws. These items cannot be found until Act 3, however, so until then players should grab the Paladin-specific items mentioned in the section on the Oath of Vengeance Paladin.

In Baldur's Gate 3 , some classes don't have many choices to make while leveling thanks to the lack of spells, like the Rogue or Monk. Warlocks are not like other spellcasters in BG3 because they have limited spell slots that refresh every short rest instead of long one, and are mostly reliant on Cantrips which can be empowered with Eldritch Invocations.

Level 10 Transmutation Wizards get the ability "Shapechanger," which allows them to turn into a Bluejay and fly for up to 10 turns. If the Bluejay loses all of its HP, the Wizard will return to their original form with their original HP total. This can be great for mobility when exploring, but isn't likely to be helpful in combat.


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