Baldur’s Gate 3: First Honour Mode Experience
[ random misc bg3 ] · 18 min read

I just finished my very first Honour mode run in Baldur’s Gate 3. I have been playing this game for the last 2 months like a crazy person. I have enjoyed the game so much, I wanted to try the hardest mode (Honour) where you get one chance and if your party dies, then it’s game over. There’s no do-over, no reloading from a previous save point. It was a very stressful and anxiety-inducing few weeks, but in the end it was very satisfying and rewarding getting that sweet golden dice. This post is a reflection on my experience, learnings and a few tips and tricks I picked up along the way.

Run highlights

It was a Dark Urge resist run. And this was my second attempt at Honour mode. My first run ended in a very hilarious and heartbreaking way (more on this later). But the second attempt was more or less perfect. The builds were so optimized and powerful, I was never once in any real danger in any of the combats. Here are some highlights:

Golden Dice
Golden Dice I got from completing the honor run

Lessons Learned

Party/Character building principles

Interesting discoveries

My party Builds

In general, I used strength elixir throughout the playthrough. I find it better not to spend any ability point on strength as strength elixirs are very easy to stock up and use. It also solves the MAD(multi-attribute-dependent) build problem.

Items and gears, I swapped around a lot. But I will mention the core ones to convey the idea.

  1. Dark Urge: Sorcadin

    • 6 levels of paladin + 6 levels of sorcerer: a 7-5 split (7 paladin, 5 sorcerer) is also a valid idea, but level 6 of paladin gives aura of protection which helps with saving throws, so I stuck with 6-6.
    • Attributes:
      • Strength: 8
      • Dexterity: 14
      • Constitution: 16
      • Intelligence: 8
      • Wisdom: 12
      • Charisma: 16
    • Feats: Alert, Savage attacker
    • Fighting style: Defence (for +1 to AC)
    • It was mostly a sword and shield build. I wanted to prioritize high AC and tankiness.
      • Act 1 gears: dwarven splint armour, safeguard shield, Phalar Aluve longsword.
      • Act 2 gears: armour and shield unchanged, ring of free action and callous glow ring, replaced Phalar Aluve with Blood of Lathander.
      • Act 3 gears: armour of persistence, boots of persistence, legacy of the masters gloves, callous glow ring, strange conduit ring, Ketheric’s shield.
  2. Shadowheart: Gloom Stalker Assassin Stealth Archer

    • 5 levels of gloom stalker ranger + 4 levels of rogue assassin + 3 levels of (champion) fighter

    • Honestly this is the GOAT of builds. This was developed by Morgana Evelyn and all credit goes to her. You can read more about this build here.

    • The only thing I changed from the build guide was that I swapped Constitution and Wisdom scores. I used 16 for con and 14 for wis. The idea of higher wisdom is: if you have the diadem of arcane synergy, it adds the wisdom modifier to any weapon damage. But I was nervous about lower con, which affects HP. So I sacrificed +1 to weapon damage for +1 to con. But in retrospect, I didn’t really need that higher HP. So once again, the build guide is just perfect. You can just follow it blindly. It’s that good.

    • Also this build got the Hag’s hair for +1 to dexterity.

The above two were my core party. They were always constant in the party. The remaining two members were picked out of the remaining builds depending on the situation

  1. Karlach: Tavern brawler Open Hand Monk

    • 9 levels of Open Hand Monk + 3 levels of Rogue thief
    • This is the least demanding character build. Monks don’t necessarily need any gears, armours or even weapons. And they consistently hit hard throughout the game.
    • Not to mention, stunning strike and flurry of blows (topple or stagger) entirely disable legendary actions when landed. I am very impressed with monks. This build trivialized most of the early game boss fights.
    • I collected a bunch of soul coins, which is a Karlach-specific buff. But I was saving them for harder fights and never really used them. They add 1d4 extra fire damage. (I read soul coins are bugged and they actually deal 2d4 instead of 1d4, but alas I never found out.)
    • The only gear I would mention: I used bracers of defence which gives +2 to AC provided you are not wearing any armour or wielding a shield.
  2. Lae’zel: Up until early/mid game, I had Lae’zel as a tavern brawler throw barbarian with the returning pike. Throw barbarians are very strong early game. They do a crazy amount of damage. But I respecced her as a bardadin (2 paladin, rest levels into bard) from level 8 onwards, essentially taking 2 levels of paladin and 10 levels of sword bard.

    • My reasoning was that bards early game are not very powerful. They get extra attacks at level 6, which is 1 level later than most martial classes. And at level 5 I did most of the difficult Act 1 boss fights. I wanted to have the absolute best composition I could have at level 5. Hence, throw barbarian.

    • But from mid to late game, bardadins are an absolute powerhouse. They are full casters, meaning they get the same spell level/slot progression as other caster classes. On top of that, sword bards are essentially martial characters. Meaning you get the best of both.

    • Also, taking two levels into paladin gives you smites. With bards’ high spell slots, you essentially have a crazy amount of smite capability. And of course you get to do crowd control with spells should the need arise. Honestly this is very powerful.

    • For gears, I used gloves of dexterity to have 18 dex without having to spend ability points, which I instead spent on Constitution (16) and Charisma (16). Also there are a few gith-specific weapons like the soulbreaker greatsword or the silver sword of the astral plane. These deal extra damage when wielded by a githyanki. It perfectly fits with Lae’zel.

    • Feats: Alert, Savage attacker

  3. Gale: Ice sorcerer. But I only used him in two or three fights.

    • My plan was to use the potent robe for this build and have the ultimate crowd control/caster party member. But the potent robe is locked behind a (potentially very) risky Act 2 quest. Not to mention, there are certain things that need to go a certain way in Act 1 for you to even get this quest. Also as a Dark Urge, it’s significantly harder to progress this questline. I won’t spoil it, but let’s just say, you can’t have the robe if the person who gives the robe is murdered by the Dark Urge in their sleep :v
    • I eventually did manage to progress and complete this questline and got the potent robe. But I did the quest somewhat late (around level 8) and by that time I had built and used a different version of caster build, which I quite liked. So I stuck with that. Sorry Gale.
  4. Min****a: Storm sorcerer (2 tempest domain cleric + 10 storm sorcerer). [Name is masked, as it might be a spoiler in case you don’t know this person could even be recruited as a companion. But iykyk]

    • The coolest thing about this build is that it’s a caster build with heavy armour and shield proficiency. Meaning you get to have a spellcaster who is not squishy.
    • Also storm sorcerer gets the most number of known and high damage spells. For example, I absolutely love the sleet storm spell. Storm sorcerers get this without having to choose it as a known spell.
    • Gears: Birthright hat (+2 to charisma), sentinel shield (+3 to initiative) in Act 2 and Viconia’s shield in late game, adamantine splint armour (crit protection), necklace of elemental augmentation (extra elemental damage), snowburst ring (extra cold damage), Winter’s Clutches.
    • Feats: ASI, Alert

For the final and most other mid to late game fights, I took Durge, Shadowheart, Lae’zel and Min****a in my party, as I felt this was the most balanced party.

Game mechanics worth being aware of