Does A Fighting Armor Stack With A Migthy Fist Amulet?

The Brawling +1 enhancement in UE is not a specific bonus type and does not stack with an Amulet of Mighty Fists or GMF. The Amulet of Mighty Fists grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. It also gives a Natural Armor Bonus, which stacks with other Armor Bonuses.

The Brawling +1 enhancement cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to, as the body wrap of mighty strikes gives a flat +X enhancement bonus. Enhancement bonuses don’t stack, and the enhancement bonus doesn’t stack with other enhancement bonuses.

If using the natural weapon to make combat maneuvers, the amulet of mighty fists would apply. Greater magic vestments do, but a +3 chain shirt is treated as having a +7 armor bonus instead of a +4 armor bonus and a +3.

A +1 amulet of mighty fists and natural armor would cost 8,000 gp, while a +2 costs 32,000 gp, +3 costs 72,000 gp, +4 costs 128,000 gp, and +5 costs 8,000 gp. The enhancement bonuses wouldn’t stack, but everything else would.

If a +5 Amulet of Mighty Fists is re-enchanted as a +4 Shocking Amulet of Might Fists, it has an effective bonus of +5. The enhancement bonuses wouldn’t stack with magical weapons since they’re both enhancement bonuses to attack. Some spells, like magic fang, might be useful for using the Amulet of Mighty Fists, so seeking out one may be necessary.


📹 The Most OP Item Combos In Act 1 Baldur’s Gate 3 | Part 1

Dive into the depths of Baldur’s Gate 3 with my latest guide on the most overpowered gear obtainable in Act 1! Uncover …


What is the amulet of mighty fists +3?

The Amulet of Mighty Fists +3 is a magical necklace in the Pathfinder role-playing game. The Kingmaker bestows a +3 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. The item can be obtained from the following sources: Ancient Bulette, Enlarged Owlbear-like Treant, Goods from the Black Market, Halaseliax, Melazmera, Minagho, and Vrock Pillager. The item is available for purchase from a vendor specializing in jewelry.

Do amulets stack in Weird West?

Amulets are equippable trinkets that grant minor bonuses or effects to wearers. They emit a faint teal glow in the environment and can be equipped by each character. Past protagonists still benefit from amulets they wear during their journeys. However, if they are removed from their inventories, they cannot equip them again. The effects of amulets do not stack and can only be sold to wanderers during the Wanderer Caravan Random Encounter. The Five-Star Amulet, Amulet of Flame’s Kiss, can be found in Old Skullcap temple, which can only be obtained by interacting with the stele outside Blood Moon temple during the Oneirist Journey.

Does tapping a creature for mana go on the stack?

Mana abilities are activated abilities that add mana to your pool, but they don’t use the stack. Rare exceptions, like tapping lands or Llanowar Elves, can’t be responded to and don’t use the stack. Costs don’t use the stack, and “As” abilities don’t use the stack. For example, a Clone can’t see the creature it’s copying and decide to kill it once it resolves. These are some of the big ones commonly seen in games. For most games, this information is enough to understand what does and doesn’t use the stack.

What is the +1 amulet of devout?

This amulet features a deity symbol encrusted with precious stones or metals. Wearing this holy symbol bestows a bonus of +1, +2, or +3 to spell attack rolls and saving throw DCs. Additionally, it permits the utilization of the Channel Divinity ability without expending a single use, although it is not possible to reuse this ability until the following dawn.

Does amulet of natural armor stack with armor?

A natural armor bonus is a modifier for armor class that can be obtained from an amulet or from spells such as barkskin, mage armor, shadow shield, and epic mage armor. The bonus is cumulative with other modifiers, but only the highest bonus is applied. Unless otherwise indicated, community content is available under CC-BY-SA.

Do iron hide amulets stack?

The Iron Hide Amulet has been tested to reduce damage by 50%, reducing the damage of a normal Zombie to 4 and an Apocalypse+15 Zombie to 18, 000. This effect stacks with damage reduction from armor like reinforced mail or mercenary armor, reducing Zombies’ damage to 3 with both effects active. The cooldown of the Iron Hide Amulet has been fixed to 25 seconds. Issues related to the Iron Hide Amulet are maintained on the bug tracker.

How does amulet of mighty fists work?

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. It can also grant melee weapon special abilities, as long as they can be applied to unarmed attacks. Special abilities count as additional bonuses for determining the item’s market value, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus higher than +5. The amulet faces Craft Wondrous Item, Spells greater magic fang, and special creator’s caster level must be at least three times the amulet’s bonus. Costs range from 2, 000 gp to 50, 000 gp.

Is amulet of strength better than power?

The Gold, Sapphire, Opal, Emerald, Jade, Topaz, Ruby, Diamond, Dragonstone, Onyx, and Zenyte amulet is the best overall amulet for F2P players, but it can be obtained from magpie implings, the Crazy archaeologist, and medium clue scrolls. Ironmen can obtain it by looting the Ham store room for a diamond amulet and enchanting it with 57 Magic. The strength amulet is better for low defense targets.

Do amulets of Talos stack?

The Dragonborn can equip as many amulets as they want, eliminating the cooldown time for shouts. The Amulet of Talos, an enchanted amulet in The Elder Scrolls V: Skyrim, represents the god Talos, Tiber Septim. It can decrease the cooldown time of dragon shouts by 20%, allowing more frequent shouting. In The Elder Scrolls V: Hearthfire, an amulet of Talos, dragon bone, scales, and steel ingot can be used to craft a Shrine of Talos for a homestead’s cellar.

What is amulet of glory t4?

The amulet of glory (t) has four charges and can be recharged at the Heroes’ Guild. It can be used to teleport players to various locations, including Edgeville, Karamja, Draynor Village, and Al Kharid. The amulet and its trimmed version work up to level 30 Wilderness, unlike other methods that don’t work above level 20 Wilderness. Other teleportation options include Bat, Cat, Fox, Penguin, Sheep, White unicorn, Black unicorn, Wolf, and Pack yak.

Does amulet of vigor use the stack?
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Does amulet of vigor use the stack?

The text describes a card game where all four triggers are tapped and the player rating is the overall rating for the card. The player can resolve a fourth trigger, untap for a colorless one, and untap for Maze’s End’s ability. The card then returns Maze’s End to the player’s hand and fetches a gate. The game can be played nine more times, and the player wins after the tenth activation.


📹 How To Be The Best Monk Possible in BG3- Tavern Brawler Monk Early Game Guide | Baldur’s Gate 3

Welcome to the Tavern Brawler Monk Guide for Baldur’s Gate 3! This super strong monk build annihilates any enemy in their …


Does A Fighting Armor Stack With A Migthy Fist Amulet?
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  • One thing you could do instead of Dual Wielding is grab the Adamantine Shield that makes “Attackers Who Miss Are Sent Reeling” and +2 armor. Reeling reduces attack rolls It also means you can’t be Crit but I’m unsure if that means they don’t hit or if it just doesn’t apply Crit Damage, but since a lot of your Hits Taken will be Crits it should help regardless.

  • Here so you don’t have to re-watch the article every time you want to find the name of the item to look it up They are categorized by the sets No hit reverb Items: gloves of belligerent skies, holy Lance helm, luminous armor, boots of Stormy clamor, the baneful(short sword), Hunter’s dagger Master thief Items: the graceful cloth, club of Hill giant strength, Titan string bow, smugglers ring, gloves of archery, Knife of the undermountain king, (and my personal edition because it pairs great with cunning action dash to allow you to endlessly kite enemies) crusher’s ring (+3m/10ft movement speed) Lightning combo Items: the Sparks wall, the protecty Sparks wall, the real sparky Sparks wall, the water Sparks, the sparkle hands, necklace of elemental augmentation, the spell sparkler, the lifebringer

  • 6:58 add the act 1 caustic band from the under dark. Vendor in myconid colony. (One of the three, maybe the mushroom seller with the dumb husband). It’s a flat +2 acid damage to weapon attacks if I recall (there’s a chance it’s only melee attacks, can’t remember .. I know it doesn’t work on thrown weapons for some reason). The ring is a must on every play through. Mathematically it’s about the same as a 1D4 acid damage bonus (1D4 avg to 2.5). It combines best with characters that maximize attacks per turn. Something like monk, or a polearm master. Get bloodlust elixir on them and … suddenly that polearm master is doing 4 regular attacks per turn, plus a bonus attack, and reaction attack if an enemy approaches. That’s potentially +12 damage in a single round from a +2 ring. And no silly “I do damage by provoking opportunity attacks” business. Same for a monk using flurry of blows (tavern brawler is too broken to be fun). But, there are a ton of ways to add unarmed damage in the game through gloves. Plus the early cinder quarterstaff that adds +1D4 fire to unarmed strikes (Druid grove or something).

  • Graceful Cloth also gives advantage on dexterity checks. Which mainly means lockpicking, pickpocketing and trap disarming. Same thing you would get from the thieves’ gloves. If you are a monk, you can fully use the gloves that give lightning charges on unarmed attacks as well as melee weapon attacks. Since monks can use unarmed attacks as a bonus action. As long as the weapon you are using isn’t twohanded heavy weapon that you are proficient with you get this action. Anything able to be used in one hand with a shield counts.

  • The lightning set, if you are a punching and throwing character, like a monk, you can combine the punching effects of the gloves with the tavern brawler feat. Your bonus is added to your attack roll and damage twice, not just once but twice. You will almost never miss if you need to punch or throw if you ever run out of spells or for whatever reason, using a spell in that moment would be detrimental.

  • I actually found that the lightning build is just as good if not better on a rogue, especially Astarion. My build of choice was thief rogue for the two bonus actions and moderately armored to be able to use shield and medium armor. You use speedy lightfeet boots which gives you 3 lightning charges if you dash, and with two bonus actions, you pretty much never have any reason not to. You use the Joltshooter, which Astarion has proficiency in being an elf. The Joltshooter gives you advantage on attacks against enemies wearing metal if you have lightning charges, making it incredibly easy to trigger sneak attack. You then use the jolty vest, which triggers dexterity saving throws against attackers while you have lightning charges, the lifebringer for temp hp if you have lightning charges, and the real sparky sparkswall for the lightning aura.

  • Ive put an electric archer build ranger last playthru. Joltshooter, jolty vest, boots that generate lightning charges, it was awesome. Once I got club of giant strength, though, I switched to titanstring. Also there is nice combo for those who find their melee fighters always few meters short of enemy. Swiresy boots, monster hunter glaive and the robe of +2 dex you mentioned all add up to extra 4,5 m jump. Tried it on Karlach…

  • Another ridiculous lightning combo is the Trident quest reward from which you grabbed the staff. Give that to a tiger animal heart barbarian. The bleeding cleave attack they get during rage will decimate everything because both the cleave and the bleed itself benefit from the lightning charge damage.

  • Negative feedback loops maintain balance, when the output feeds back into the system to discourage the same output. When the output feeds back causing the same output to be more likely the system gets further and further out of control, that’s a positive feedback loop. A negative feedback loop can be good and a positive one bad (that’s actually usually the case). I don’t like being an uhm actually guy but that’s my biggest pet peeve so you all have to hear about it. My neuroatypicality compels me to make this comment. I’m very sorry.

  • man I would really love it if the build crafting with items philosophy baldur’s gate 3 uses was applied to to dnd proper. having items with effects that are designed to work together and make those effects better is awesome especially at mid to lower levels of play adding another layer of power fantasy at levels most dnd players play. (since most dnd games dont make it past like level 12.)

  • I forget what they are, but there’s an alternate set of boots and an alternate armor that I use for lightning builds. The boots give lightning charges when you dash, and the armor will do lightning damage to a creature that hits you. I put those, along with the rest of this build (except I took the bow instead of the staff for the quest reward), on Astarion. Dash as a bonus action and charge him up. Edit: Speedy Lightfeet (in the windmill) and Jolty Vest (Zhentiram vendor)

  • I combined the first and second item combos to make a ranged reverb build. The Harold 2h xbow also can cast bane on hit and with the boots it’s super OP. With a strong investment in invis potions and bloodthirst elixir you can solo anything. I solo’d act II using this on normal easily. I used 6 Ranger 6 Rogue and used plenty of silence, many targets and transpose arrows.

  • I need help building the reverberation build for classes and such, who should i use so i can dodge everything? And what should their stats be? Im using karlach as an eldritch knight but she isnt dodge nearly as much as i would like, level rn is level 6 and im starting act 2. Any suggestions would be much appreciated

  • Wolf Heart barbarian with Sasser(Silence) greatsword+ tiger heart bleed aoe slash for bleed for 2 turn on up to 3 people per swing(You get two at level 5). I set up Reverberations for my spell casters and at level 6 I can either go tiger aspect for +5 to hit to bleeding enemies with great weapon fighter…or The Maim enemies that are bleeding,makeing 3 enemies per turn have movement. You can get both tiger aspect and Badger aspect when you hit 12…but for the extra chance to hit I’d take tigar at 6 with great weapon fighter. If you wanna be weird take one level of monk to get +2 to AC. I have 18 dex (cats grace chest) my +2 ASI in con for more hp and AC from barb unarmored defences and finally putting the reat into Wis for saves and that one level of monk. I dump Str due to the fact I have 20+potions of Hill giants strengths. With ring of protection, cape of defence and the gloves that add 2 Ac while not wearing armor…I have 24-25 Ac without a shield 💀 Oh and the part Ranger and Main spellscaster have Blessing of Blooooooor for advantage on Attack rolls agaisnt bleeding enemies.

  • Is someone gonna tell him that the Graceful Cloth can boost Dex to a max of 22? if you max your dex to 20 through ability improvement, the armor will boost it by 2 to a max of 22 if I’m not mistaken. Also if you’re playing a wizard, your int will likely be your highest stat and you won’t need the warped headband of intellect for such a build as it doesn’t do anything if your int is normally higher than 17. It’s really only useful early game for a build with int as a secondary or tertiary stat

  • Dexterity checks are not dex saving throws or dex-based attack rolls. But they are every other d20 w/ dex. I.e. sleight of hand, stealth, acrobatics, & raw dex checks. However yeah the item & cats grace buff are both extremily powerful. Esp w/ greater invisibility up in combat, or critical mass of stealing bonus’ to shoplift.

  • There’s a glove set that sets your dexterity to 18 as well, it’s sold by the egg quest NPC close the crèche. I did a build with 20 strenght from feats and 18 dexterity without using said club in the article, absolute OP. Edit: as pointed out, it’s not the woman outside the crèche, but the storage trader NPC inside.

  • TL:DR version No Hit Reverb Combo – Helm: Holy Lance Helm – Armor: Luminous Armor – Gloves: Glove of Belligerent Skies – Boots: Boots of Stormy Clamour – Main: The Baneful – Off: Hunter’s Dagger Master Thief Set – Armor: The Graceful Cloth – Gloves: Gloves of Archery – Main: Knife of the Undermountain King – Off: Club of Hill Giant Strength – Range: Titanstring Bow – Accessory: Smuggler’s Ring Lightning Combo – Helm: Warped Headband of Intellect/The Lifebringer – Armor: Protecty Sparkswall – Gloves: The Sparkle Hands – Boots: The Watersparkers – Main: The Spellsparkler – Off: The Real Sparky Sparkswall – Necklace: Necklace of Elemental Augmentation – Accessory: Sparkswall

  • Not to overlook a pretty basic combination. The Jolty Vest, the Sparkle Hands, and the Speedy Lightfeet on a Githyanki (for medium armor proficieny) Open Hand Monk (Lae’zel) I chucked on Crusher’s Ring to compensate for losing Monk movement, and the Sunwalker’s Gift to compensate for Githyanki lack of Darkvision. Usual Tavern Brawler at level 4 and a Hill Giant Elixir and she wrecks face. Until you can go to the Mountain Pass your best gloves for stealing are the Gloves of Thievery. Once you get the Graceful Cloth it’s the Gloves of Power.

  • I’m fairly sure that if you have an Eldritch Knight bind a weapon that triggers off of being bound you can then pass it to another character and it’ll still have its effect. Just as an aside, the Hunter’s Dagger is a reoccurring item from Roah in Act 1 (like the Thorn Blade from Dammon in Act 2) so you can buy as many as you want so long as you long res/level up characters. To get the Shapeshifter’s Boon Ring (which is BiS for a skill monkey) you can slap Strange Ox in Act 1 with your Mage Hand while your party hides in the prison area, and then, once the Hand is dead, speak to the Ox with your Hand’s controller. That will give you a trade screen where he wants you to give him coin to improve your relationship, but instead you can just buy his ring.

  • A really simple single-target damage combo that I really like Early On is Phalar Aluve + Magic Missle. Make Phalar Aluve shriek and it’ll apply the bonus thunder damage to every hit of magic missle. So you’re adding an extra 1d4 of thunder damage to each magic missle. You can pair it with those Belligerent Sky gloves and just spam reverberations on a single person as long as you have magic missle. If you can have someone else use Shriek for you, then you can add SpellSparkler for another handful of damage to your missles as well, plus the amulet that gives you 1 extra missle per cast of it.

  • The thing is Graceful Cloth is in a location which seals off the grove by going there if you have not finished with the goblins (one way or another) by then. Auntie Ethel while still there (do not travel south into swamp yet) will sell elixirs to you for the same effect to get you this stat until you decide to go through mountain pass.

  • Some optimisation for the early game/ set up: auntie Ethel sells (either at the druid’s grove or even at her hut as long as you don’t advance her quest arch) a monk specific early game staff and has 3 elixirs of giant strength per day in her wares, so 3 times faster than the trader in the underdark and more easily accessible

  • 14:00 Traders’ stocks also reset level up. Considering your party is level 4 at that point, you can respec at Withers each of them, giving 12 restocks. Either steal after each separate level up per character, or donate 400 gold as a level 1 character for maxed out attitude and then buy the elixirs even cheaper. Also, something to keep in mind, at some point (I think I heard starting at level 5) she can also sell fingers of CLOUD giants to brew the elixir that sets Str to 27 instead of 21.

  • You left out a very nice item from the Druid’s Grove, Corellon’s Grace. That gives you a +1 to attack and damage rolls on unarmed attacks as well as +2 to saving throws as long as you aren’t wearing armor. You buy it from Aunt Ethel in the Grove. She also stocks 3 Hill Giant Strength Elixirs per day. as long as you don’t go south of the Blighted Village, she’ll be there to stock up. What a nice old lady 😉 It might even be better to go to the Grove before you go to the crypt for just that reason. I think it’s better than the staff you get from Roah. Then in the goblin camp you want to talk to Crusher and then ambush him when he goes to relieve himself. The ring you loot gives plus 3m to your movement rate. However, while dealing with Araj, not only does she sell the Risky Ring, she also sells the Ring of Free Action. The latter is basically a better version of The Disintigrating Night Walker boots minus Misty Step. Not having to ever worry about difficult terrain, paralysis, or ensnaring is a huge advantage for the party member likely to be the main frontline fighter.

  • when you find the person the laughing monk is looking for, do not accept the curse. Choose to fight him and you get a beefed up version of the original amulet. I’m currently using the regen ring + the blur ring and my openhand monk is absurdly powerful, hard to hit, and functionally immortal. Prior to that, I really rate the Reverberation setup for a monk.

  • stealing the idol needs either Halsin’s return OR Kagha investigated. If you figure out something it wrong with Kagha like…. rummaging through her belongings and finding letters signed by what appears to be one of the rats running around next to her… requires a trip to the swamp and a possibly rough fight with Mephits. Afterwards you get some irrefutable proof to throw in her face and another fight. But after proving Kagha unfit, the ritual is ended and you are able to more easily snatch the idol WITHOUT causing a race war to break out. Edit: alternatively you can do a cloud of fog and chuck the idol into a contained and send it to camp before…. and move yourself to camp before someone runs up on you… but if they’re trying to do the ritual it will cause the war as well.

  • When you’re levelling during your playthrough I would go monk until lvl 5 and take lvls 6/7 in fighter to get an extra action, then respec at level 9 to get monk 6 and rogue 3. This way you don’t get the extra damage types but you do get action surge for another strike. The only decent thing you’ll miss out on at lvl 6 monk is the extra movement speed, but you can mitigate that with crusher’s ring and the boots you get from Thulla in the Underdark Myconid Colony that give the click heels bonus action if you need it. Plus, you get a bit extra hp I think.

  • To big things, especially combined, you could use Pally: The Tavern Brawler feat adds twice your strength to both damage AND chance to hit. Essentially, you no longer need advantage after you pick it up (so The Risky Ring is 95% of the time not actually helping you). It also makes throwing god tier since it’s the same double strength to hit and damage. The item that pairs well with this is the Returning Pike, which you can buy in the courtyard of the goblins camp. It makes you into the best ranged AND mele fighter out there and you don’t even need to have it equipped to use it to its full potential 😉 Otherwise, absolutely loved the vid. This was one of my all time viscerally favorite builds and I’m hyped to see others enjoying it too!

  • There is many ways to reset the vendors items to get the potions… if you respec any characther, EACH level up for any char resets it… so 4 char in lvl for respec are at least 16 potions on only that vendor… well, all of them reset at every single lvl up… is like 20-30 min set up, but least till act 3 when we the better one…

  • 13:30 theres an easier way to refresh trader inventories, pay withers to re-spec a character, then go to the trader and buy what you want then level up the re-spec’d character to lvl 2, then trade again, lvl 3, trade again, leveling up refreshes the inventory the same way a long rest does 😀 then just take your 100g back from withers, he doesnt get mad if you fail pickpockets so you can just try over and over till you get it

  • While in the Grove, Ethel also has Hill Giant elixirs. If I remember right, she has about 3 per long rest available. I just made sure to stop and grab them as I went. If you don’t plan to use Gale, consider making him Transmutation. You can craft double potions if you pass a check. I also went for more of a Captain America build, going fighter for Heavy Armor and Shield proficiency. I don’t think my build is fully min/max’d, but my armor/cape do damage if people hit me 1d4 fire/acid respectively. Not that I plan to get hit much, but I really like the fook of this armor so I kept it, just got to beginning of Act 3 too. *This allowed me to give a lot of the gear Pally references to Karlach who I have in my party, which is why I went with some difference choices.

  • An Alternative gear set up is you can buy the Gloves of Dex from the trader in the githyanki creche. This allows you to dump dex as a stat and put points into strength instead so you don’t have to rely on potions. Trade off is lower AC (I am at 18 right now with the Ring of Protection) and the Graceful Cloth wont work; but you still have 18 str and 18 Dex. So you are still folding enemies like an oragami expert.

  • He didn’t mention this but Auntie Ethel sells three hill giant potions at a time which you can buy for 90 gold with a high persuasion character like wyll. Every time you level up the inventory resets so if you get several characters to level 3 and don’t level them up you can buy like 15 at a time lol. I did this for my monk build and ended up with 47 potions😭

  • I’ll be honest, I’m disappointed that the tavern brawler only uses your strength modifier and not just your unarmed modifier. But I accept that this is the balance for this extreme damage build. Only really kicks in at special circumstances. On the table top, I’d happily allow the monk to proc it from dex instead of strength. Basically basing its damage increase doubling a characters unarmed/improvised damage modifier.

  • This build is nuts. Very nice, to make even slightly stronger, do this same build, but with the vampire Ascended Asterion. So you get the extra on hit necrotic damage per hit. It equates to like another 40-50 damage per few actions. If you get another party member to use Haste on Astarion at the fight start. And pop the big Hill giant strength pot (there is actually one pot which gives 27 strength, it’s not as readily available as the 21 str one, but it’s insane op). You can do over 1000 damage in one turn. It’s absolutely gross. Not to mention the monk is doing mostly elemental damage so it just hits through everything without any damage mitigation from armored targets etc

  • Auntie Ethel has 3 of these Hill-Giant Strength Potions in her inventory – as long as she resides in the Druid Grove. Also, she sells an interesting staff. Makes a Monk more tankie. My approach is to give Lae’zel 5 level of Ranger (Gloom-Stalker), and THEN 7 level of Monk (Open Hand). The additional Bonus action of Rogue (Thief) is VERY nice – but I guess, overall the Stalker (Ranged) may be even better. One finds some gloves for 18 DEX – and Withers into a Strength-Build at that point. Initially 10STR, 17DEX, 15KON, 08INT, 14WIS and 10CHA – respec around lvl 5 into 18STR, 08DEX, 16KON (TB), 08INT, 14WIS and 10CHA. (I will NOT eat an Aunties Hair in my Play-Through(s)!) I eat delicious… Aunt…. ehm, Apples. Whole. With this Build, wearing Armour is possible. See what you like best. I don’t LIKE building Chars around items – but these gloves… well, I make an exception for these suckers. The club of Hill-Giant Strength is also an option, and if you want to stay with using potions, don’t respec 18STR, put it into WIS and CHA, maybe even into INT, if you prefer the helmet to the Ogre-Smarts. (An enlightened Ogre is found right next to the Helmet.) This build also works the other way around: First Monk, then Stalker – but the Stalker gives stuff I really like… Disguise Self, Talk to Animals, Initiative and more. Your way of “stealing” the idol is fun – but the deed can be done much easier… with less slaughter. But do as you please :). Very nice article. Thank you for making it.

  • A few corrections/tips to improve this already good guide: 1) take monk to 8, then at 9 respec to 3 thief (take these levels first), 6 monk 2) in the creche pick up the diadem of arcane synergy. Your casting stat as a monk (this is why we took monk second above) is Wisdom, so this will let you add your wisdom to damage any time you inflict a condition (your flurry of blows always inflicts a condition, so you should have this up all the time). By the end of act 1 you should have +4 from wis, and by end game +6 with mirror of loss. Entering act 3 you get another set of boots (boots of uninhibited kushigo) to add wisdom AGAIN, so + 12 damage at end game 3) as someone else posted, Auntie Ethel in the grove sells 3 potions of giant strength per rest and a monk specific staff, so you can equip up much earlier. She’ll disappear when you go to swamp side of map, so farm it right away

  • I kind of run the same, but my gear is this. 3 rogue thief subclass, 3fighter champion subclass, 6 monk open hand subclass. any race will do. Prioritize dex and wisdom. farm for hillgiant strength and also get the tavern brawler feat. level up monk first until level 6 then subclass to the desired class you want to prioritize. Covert Cowl – While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Cloak of Cunning Brume – When the wearer Disengages, they also create a foggy cloud with 2 m / 7 ft radius that lasts for 1 turn. Craterflesh gloves – 1d6 force damage on critical hit Boots of unhibited kushigo – wearer deals additional damage equal to their Wisdom Modifier with unarmed strikes. Surgeon’s subjugation amulet – chance to paralyze on critical 1 ring of your choice + Eversight ring helps to make you immune to being blinded. They are only for utility. Find these equipment and how to get them using the bg3 wiki. This monk can deal a lot of damage and this does crits easily lol Steel watchers in honor mode are his punching bags

  • i have pretty much the same build for my karlach except, she’s 1 barb (first class to get enrage (for coins) and very good hp scaling)) 8 monk 3 rogue(thief) with 20 str (i don’t use that much of elixirs alltogether :p but she’s got the potion of 2 permenent str) 16 dex 23 const (with the amulet from where you know) (139 hp is kinda to good to pass on right?) and 17 wisdom (because my MC got the hair :p) while enraged with a coin + some other things she has more than 100 damage max on the tooltip of topple which is kinda blowing my mind away xD

  • Tavern Brawler Monk got me through Act 3. Lae’zel absolutely PUMMLED a good number of the later bosses, including absolutely annihilating the final boss when she wasn’t getting downed. One of the most broken aspects is Stunning Strike. At level 11, Monk’s get two opportunities to do it per around, more if they’re hasted/have an Elixir of Bloodlust. Which would essentially mean the chances of an enemy, even a high level one, passing every check, is low. And Stunned is an EXTREMELY powerful condition. I used it to essentially trivialize the Cazador fight, as he only got one turn in before Lae’zel slapped him silly and kept him stunlocked for the rest of the fight while my party beat him down.

  • Well, I screwed up. I’ve been playing a monk build. I had to kill that vendor lady in the underdard, because I got caught picking her pocket and of course I didn’t save scum so I’m stuck with that decision. Prior to that I had to kill all the plant people because I got caught opening red chests too many times.

  • When your party gets to level 4 respect them all. Even the ones you don’t take. Don’t level them up and go to the dwarven vendor. Buy a potion. Level your character. Buy another. repeat when you hit level 5 and 6. Your whole party will be using them. I had 50+ Hill giant potions when I went to the next zone.

  • If you don’t want to juice on elexirs there is a pair of gloves that pump your dex to 18 in the creche. It does take your glove slot so you can’t get the extra unarmoured 2 AC but it lets you dump dex for strenght. Eventually there is other gloves that might change the balance but for early game it might cut it!

  • i use 2 levels spore druid instead of rogue to get symbiotic entity. gives you 1D6 additional damage each punch. keep shield of faith on him for AC so he doesnt lose his temp hp. cats grace robe for dex boost plus the club of hill giant strength from arcane tower plus colossus elixir is a pretty good mix

  • Another thing I have found is larian watches these article’s so they will patch the day after someone shows something like short resting and getting a refresh and they will make it so you can not, or showing some kind of trick to do something and suddenly you can not. So you think your helping people, and you are simply making it tougher.

  • Decided to put this build on a hireling in act 3 because I keep losing in fights at this point. Unfortunately no one in act 3 is selling hill giant strength potions or cloud giant strength potions to me. Even the vendors the wiki claims Do. No one is selling the ingredients either. So aggravating that a build absolutely needs potions I can’t find at all

  • A better way to get unlimited hill giant potions is to used the gold glitch with vendors, and then hire a whole team of new hirelings. And each level them up one level at a time because each level resets the shop. So you could theoretically get whatever level you are times 3 hill giant potions per person

  • Just a gamechanging tip in general for every run: levelling resets ALL vendor inventories. Do not waste time or worse resources, resting for any period of time. Hire a hireling. Pickpocket gold back. Level the hireling one time. Buy/pickpocket what you want. Level it again. Repeat. Do this until they are max level. Then respec them. All the way back to level one. Rinse and repeat the levelling. This is the way to get infinite gold and any resource you want from the very beginning of the game. Bonus points for hiring brenna and making her your dedicated throwaway pickpocket. Slap all your theiving and movement speed gear on her along with say temporarily letting her use haste helm for the heists. By level 6 or so shes at 11-13 in both stealth and slieght of hand WITH advantage assuming thieving gloves, shapeshift ring, smugglers ring. You can steal literally everything the vedor has, level your other hireling, and repeat. Its broken as fuck. Do not long rest to vendor reset. Its absurd. Do thisbwith ethel before venturing south and losing her from the grove. 3 easy hill giants every level up for free.

  • You went tavern brawler with 8 strength… This, is NOT OPTIMAL. The point of Tavern Brawler is to MAX strength; and yes… wear freaking armor because you DON’T give a flying crap about Dex in this kind of build. Also; don’t state there won’t be a second build – that’s you being an ass. There’s no point in publishing HALF of a freaking build guide. : /

  • If you wanna be sweaty then get medium armor and shields proficiency with a fighter multiclass. Wearing the Luminous Armor once you are level 6 with radiant damage on every strike makes you apply huge minuses to hit on enemies you attack. Also being able to wear an Adamantine Shield is insanely good for not getting crit. I’m playing a solo run with just a monk and anti crit is super important cause that’s one of the few ways to unluckily have the run ended

  • Cool guide, you obviously put a lot of work into this. I’m a bit sad that so many builds on Youtube are based on dumping STR and using elixirs – I can’t help but feel that’s too cheesy for me. From even just a very mild RP point of view, this relies on your character knowing that you will find essentially an endless supply of these elixirs in the world, which is not realistic. Getting them through the trade reset “exploit” doesn’t make that better. The game was obviously not designed with these kinds of builds/exploits in mind, so to me it amounts to the same as using a lower difficulty setting. No judgment though, everyone should play this wonderful game the way they enjoy it the most of course 🙂

  • i do not like it as it’s not immersive. BG3 is mostly about immersion and we here just exploiting the mechantdise. Exacly it was like just cheating… imagine using like this for other stats and you can just grind and have GOD walking stat machine. Where’s fun? Idea is great but 2/10 at all due to exploit. Just an easy mode equal to cheat.

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