Baldur's Gate 3's Last Patch, Patch 8, adds a new subclass to each of the game's playable classes, along with photo mode, crossplay and many other improvements. Among these changes you will also find some new magic formulas, which add existing play styles and in conjunction with the new underclasses, all types of new construction options open.
With new cantrips such as flourishing leaves and bursting late and new even magic formulas as a dizzying blow, the focus is definitely on providing more alternatives to the subclasses added to Baldur's Gate 3's Final note. That said, many of these new magic formulas also offer something new and useful for existing strategies, so this guide will go through all five of them and discuss ways they can be used for your advantage. It is also worth noting that there are some smaller bugs with some of these magic formulas, especially thriving blade, in the current version of patch 8, so these will be noted where applicable.
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Baldur's Gate 3: All subclasses added in patch 8, ranked
There are 12 subclasses added to Baldur's Gate 3 in Patch 8, but which are best?
Flowering leaves
Thriving leaves add a much needed weapon attack Cantrip, Ideal for Eldrritch Knight Fighters, Arcane Trickster Rogues, Hexblade Warlocks, leafy sorcerers and bards using College of Valor or College of Swords. Originally, this simply spends an action and a bonus action to perform a weapon attack on the target and infuse them with energy that will detonate for 1D8 Thunder injury if they move before your next turn. This is good for discouraging enemies from disconnecting and punishing them to do so.
At level 5, Booming Blade handles 1D8 Thunder injuries in front and then 2D8 Thunder injuries if the target moves, so you can add bonus damage to your melee fluctuation. This injury is increased to 2D8 in front and 3D8 on enemy movement at level 11. Booming Blade is a must-have Cantrip on all characters that make Melee weapons attacks and also throw magic formulas. Leaving magicians can use it under leafs to make stronger melee attacks, although these will give you leaf healing fees instead of leaf injuries, as this magic formula is treated as a weapon attack for leafy.
Booming Blade is currently not registered as handling Thunder injuries for several magical objects and abilities that react to the carrier that handles Thunder injuries. Storm The magician's “Thunder” Heart “will not be triggered, and Tempest Domain Clerics” Destructive Wrath “cannot be used to maximize the damage.
In addition, the necklace of elemental augmentation will not add your spell casting modifier to the damage handled by this spell, and the leg-shaky thunderstorm from Markoheshkir applies a reverberation when you damage an enemy with this magic formula. This means that buildings that use these articles do not work properly with this magic formula.
Strangely, some effects will work if the weapon has a different source of elementary damage to that. For example, the ability of the draconian bloodline comes elementary affinity: injury, the extra elementary damage from the ring of elementary infusion and momentum buff from the boots in elementary momentum, triggers correctly if the weapon used for this magic formula already has a source of elementary damage to it. This can be achieved most easily by dipping the weapon in fire or using Elemental Weapon -Stava.
Customs the dead
Toll The Dead is a Necromancy Cantrip, with an interval of 18 m/60ft, which handles 1D12 Necrotic injury to a damaged targetor 1d8 necrotic injury to a target in full health, if they fail with wisdom -saving throws. This makes it extremely useful to abolish damage without wasting your spelling sites, and it only gets better at level 5 (2D12 to damaged goals, 2D8 to goals in full health) and level 11 (3D12 to damaged goals, 3D8 to goal in full health).
This magic formula is available to priests, sorcerers and warlocks, And is definitely used best with the new death domain Cleric underclass, although it is also perfect for Necromancy Wizards to take advantage of their Reaper skills. When you do not have a more important enchantment to throw, it is worth using tolls to blow up all enemies that have already taken damage to softening them or completely take them out.
Dizziness
Bursting sinew is a necromans cantrip that detonates a corpse within 18 m/60ft, Managing 1D10 piercing damage to all creatures within a 3m/10ft radius from the body (damage negated by a successful Dex rescue). This allows Caster to recycle defeated enemies for extra injuries and is a rare example of an AOE injury. At level 5, the damage increases to 2D10, and at level 11 it becomes 3D10, so it remains a useful source of injury well into the playoffs, as long as you have a corpse to direct.
Of course, this spell is at home in the hands of a death domain priest or a necromanian guide, although it is also available to magicians and may prove to be useful for managing groups. If you do not care about dropping them around, you can load some corpses in your fighter or barbarian inventory, throw them on the enemy and then detonate them with this magic formula, so that you are greater control over where your damage comes from. You can also have an ally telekinesis, or have a stomach handbill like around the battlefield to place them for this magic formula.
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18 Best Cantrips in Baldur's Gate 3
The best Cantrips in Baldur's Gate 3 can be a powerful asset for those seeking magical abilities and extended power.
Shadow
Shadow Blade is a Level 2 silver spell that was previously only available through a specific magic item (Shadow Blade Ring, a lightly missed quest reward found under Team 2 in the shadow conditions). It creates Shadow Blade weapon in Caster's Main hand, which remains until their next long rest even if it is steadfast, as long as it remains in their possession. The shadow blade is a weapon that handles mental injury (2D8+STR or DEX) and benefits on all attack rolls against light or heavily hidden creatures while held. When we tested this, we found that this advantage is granted all attacks made by Wielder, not just weapons attacks, which gives this incredible value even pure spell by advantageous on their spells.
By upcasting the magic formula with a third or 4th level spelling site, You can increase the weapon's damage to 3D8, while you are upcasting with a fifth or 6th level spelling site will increase it to 4D8. This weapon works well with Hexblade Warlocks and can also be used by Shadow Magic Sorcerers, Wizards, Arcane Tricksters and Eldrritch Knights. While Eldrritch Knights will often have better weapons to use in the main hand, it remains useful as an offhand weapon in double exercise buildings, and the same applies to Arcane Tricksters. The double Wielder performance can be used to pair this magazine with a staff for a magician or magician to use the attack advantage without sacrificing better spell casting gear.
Astonishing
Penalting Smite is a level 4 vocation rod that was previously exclusive to some NPCs in the game. Although a paladin role form usually cannot learn 4th level Troll formulas in Baldur's Gate 3 because of the level, it is currently exclusive to Hexblade Warlocks (even Bards cannot learn it through magical secrets at the time of writing).
Stronged Smite uses an action and a bonus action to perform a weapon attack, Handles another 4D6 mental injury. If the goal fails with a wisdom -saving throw, they will also be swindled, which gives them a disadvantage of attack rolls and ability controls and prevents them from taking reactions for a turn. This magic formula is a fantastic way to harm and weaken a powerful enemy, although its exclusivity for Hexblade Warlock means that only certain buildings will be able to benefit from its power.