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Nere

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Nere, also known as True Soul Nere, is a True Soul of the Absolute, and potential boss in Baldur's Gate 3. In Act One he can be found at Grymforge, trapped inside a room that suffered a cave-in. He is a pivotal character for the quests Free True Soul Nere Free True Soul Nere and Deliver Nere's Head Deliver Nere's Head.

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Heretics. Let Nere be your end.
Nere

Involvement

Act One

A group of enslaved Deep Gnomes are trying to free Nere from a cave-in near the main room of the Grymforge. To save him, the gnomes tell the party to find Philomeen Philomeen, a runaway gnome in possession of an explosive capable of destroying the rubble.

Warning: Fast traveling or long resting more than once causes Nere to die.

After freeing him, the party can decide to kill him and his mercenaries to save the gnome slaves. The party may also complete the quest Blind the Absolute Blind the Absolute - convincing Brithvar Elder Brithvar to side against Nere, which will make the fight much easier.

Alternatively, it's possible to betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.

It is also possible to lock the party out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and Thrinn Sergeant Thrinn immediately after he is freed from the rubble. He will then demand that the party help him to kill the rest of the cultists and duergar mercenaries; this will turn all NPCs except Nere hostile an start a combat.

If choosing to defy Nere when he kills the gnome slaves, or when he demands that the party kill the other cultists, and not having a deal with Elder Brithvar, then the party will be forced to fight Nere and all of the duergar at the same time. If, however, having a deal with Elder Brithvar, it's possible to interrupt Nere from killing the gnome slaves and still side with him once Elder Brithvar attacks him, leading to an option of saving the gnomes while Nere is still alive.

Should the party decide to fight his mercenaries before freeing him, an option to convince him that the Absolute is a group of cultists will appear once freed. That will result in Nere abandoning the Cult of the Absolute and leaving Grymforge for good.

If Nere is defeated or died off-screen from either a revolt or poisoning, it's possible to remove his head to bring it to either Spaw Spaw or Glut Glut.

Regardless of his status, the party will receive a Broken Moonlantern, a precursor to a crucial item needed to travel through the Shadow-Cursed Lands in order to get to Moonrise Towers. There is no way to fix this lantern, rendering this item useless, but the the party will have several options to find a working moonlantern later.

Act Two

If Nere is kept alive in Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to Balthazar Balthazar.

Speak with Dead

Nere can be spoken to with Speak with Dead Speak with Dead.

Party member: Who are you?

  • Nere: True Soul... Nere...

Party member: How did you get trapped?

  • Nere: Corridor... triggered old trap... cave-in...

Party member: What were you doing here?

  • Nere: Find... path to temple... orders of Ketheric Thorm General...
    • Party member: What about this temple is so important?
    • Party member: Tell me more about this General.
      • Nere: Absolute's Chosen... Moonrise Towers...

Party member: Where did you come from?

  • Nere: Moonrise... Towers...
    • Party member: How can I get to Moonrise Towers?
      • Nere: Minthara Minthara in goblin camp... safe passage... Moonlantern... drider...

Party member: Did you come here with the duergar?

  • Nere: Mercenaries... Absolute unites...

Combat

Attacks and abilities

Dissonant Whispers.webp
D6 Psychic.png 3d6 (3~18) Damage TypesPsychic damage

Frighten Frighten a creature: it will be easier to hit and cannot move.

WIS Save
 Range: 18 m / 60 ft
Main Hand Attack.webp
Normal weapon damage

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5  ft
Generic Control.webp
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic damage

Recall the voices of all who scorned you - and how they screamed in the end. They form a shield around you.

 Range: 18 m / 60 ft
Generic Psychic.webp
D4 Psychic.png 2d4 (2~8) Damage TypesPsychic damage

Invade an enemy's mind and force them to join your side. They also take 2d4Damage TypesPsychic immediately, and 1d6Damage TypesPsychic per turn.

WIS Save
 Range: 16 m / 52 ft

Honour mode

Legendary Action Utility.webp

Summon 3 psychic copies of yourself to protect you. As long as one of those copies remain, you are immune to Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.

 Range: Self
Generic Psychic.webp
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic damage

Detonate a psionic visage, striking the attacker with a psychic wave that pushes it back 3 m / 10 ft.

AoE: 6 m / 20 ft (Radius)

Allies

If the party did not complete Blind the Absolute Blind the Absolute, then additional allies will side with Nere:

* = Will not join the fight until it gets close to them

Encounter details

If the party completed Blind the Absolute Blind the Absolute then many enemies will choose to ally with them against Nere, significantly reducing the difficulty of the fight.

Multiple enemie have spells that can control the mind of your character. Nere will use Wicked Coercion Wicked Coercion, and both Mind Master Dunnol and Mind Master Fonmara will use Mind Mastery Mind Mastery to force the party to waste actions fighting each other.

This battle also occurs next to Lava Lava which will quickly melt melt anyone who falls into it. Many enemies have ways of pushing the party backwards into the lava, such as Shove Shove, Thrinn's Thunderwave Thunderwave, or Nere's Shatter Visage Shatter Visage on Honour mode.

Tactics

It is most important to take out the enemies that can mind control your characters first. Start with the Mind Masters since they have less hit points and then switch focus to Nere once they've been taken care of.

It is highly recommended to keep away from the lava as well, as it will almost certainly kill anyone who falls inside. However, this can be used to your advantage if you can knock enemies into it using effects such as Shove Shove, Pushing Attack (Melee) Pushing Attack (Melee), Flurry of Blows: Push Flurry of Blows: Push, Thunderwave Thunderwave, or Arrow of Roaring Thunder.

Bringing a Sussur Bloom to the fight can greatly reduce the amount of magic being cast, thanks to its Sussur Flower Antimagic Field. This is particularly effective against Nere himself since his spells are far more dangerous than his physical attacks. Failing that, the party can try to use either the Sussur Greatsword or Sussur Dagger to Silence Silence him if he fails the saving throw.

In Honor Mode, it is important to note that his legendary action, whilst stating that it triggers when Nere is attacked, will in fact trigger on many offensive actions that do not require an attack roll. Even spells that do no damage, and require no save, such as Create Water Create Water will trigger it. Silencing Silencing him does not impact his ability to trigger this action, but Incapacitating Incapacitating him will prevent him from using it.

Also, the Detonations Detonations triggered by attacking Nere while Psionic Visages Psionic Visages are active are centered on the character that triggered the Detonation Detonation, rather than on Nere.

Loot

It's possible to get both Gift from the Absolute and Mind Flayer Parasite Specimen by first completing Free True Soul Nere Free True Soul Nere then killing Nere later.

Related Quests

Gallery

Notes

  • Grants 90 experience when killed.

External links