As the final battle for Baldur’s Gate 3 unravels, you may be tempted by that shiny “Gather Allies” button on your screen. You’ll want every last man, woman, and owlbear to help face the forces of the Absolute, most certainly, but where will they most excel? When is the best time to call for aid?
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While many summons are re-summonable for every part of your final journey, there are a few notable exceptions. We’ll walk you through these exceptions and which summons will be best suited for certain occasions along your ascent to the Netherbrain. Though, of course, no journey will be complete without your friendly Armored-and-Enlarged Owlbear Cub.
When To Use Call Forth Allies
Your allies at High Hall will all be available for use as soon as your first instance of combat begins. For most people, this will be as soon as you walk through the main gate doors into the High Hall Courtyard.
There are generally three areas of combat where you can summon allies:
- High Hall Courtyard.
- Tower To The Netherbrain.
- Atop The Netherbrain.
We do not recommend fighting at all or using Call Forth Allies during the ascent of the tower to the Netherbrain. It is best to avoid most combat here and just rush for the door at the top.
During these fights, you can summon all allies whenever and wherever you wish within range.
Most of your allies will be re-summonable in future instances of combat so long as they were not defeated and killed during their previous summon. This means you should be careful about putting certain summons into dangerous situations if you plan to use them later.
With Patch 5, allies who died in the final instance of combat may not leave you a letter during the epilogue. Similarly, the Owlbear Cub will not return to the Epilogue if he died in combat. Protect him at all costs.
Due to their resummonable nature, we recommend using this ability more liberally than you think you need.
We do not, however, recommend summoning all units. While this can easily overwhelm the enemy, it may also overwhelm your computer’s system and the time it takes to complete a round of combat.
Place defensive units like Florrick’s Cohort or the Watch towards the front of battle while supporting units like the Gur or Harpers can be placed on the back or sidelines (especially on the walls in the Courtyard).
One-Time Use Summons
There are four exceptions to the resummoning rule:
Best Used When…
Balm of the Moonmaiden – Heal Allies
High Hall Courtyard to heal both your team and your other summoned allies.
Veil of the Weird – Cast Mass Invisibility
Ascent to the Netherbrain to avoid combat up to the top.
Githyanki Inferno – Cast powerful Fire Wall
Rolan or Lorroakan
Firestorm – Rain down Fire Balls in a large area
Atop the Netherbrain against Dream Warriors, tendrils, and (possibly) the Emperor.
These special abilities can only be used once per adventure instead of per battle.
While other allies can be summoned liberally, we recommend holding onto these summons until the right opportunity presents itself. As the most powerful summons, you won’t want these allies to go to waste.
Be careful using Rolan, Lorroakan, or Voss in the final battle atop the Netherbrain. These summons will not deal any damage against the Red Dragon due to its Immunity to Fire damage.
Baldur’s Gate 3: How To Clear High Hall Courtyard
The penultimate battle of Baldur’s Gate 3 is a gauntlet against some of the game’s toughest enemies. Thankfully, you have backup.