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[[File:Falling Damage Example.png|right|thumb|Example of falling damage]]
{{PageSeo
|title=Get Help from Healer Nettie
|keywords=Nettie, Healer, Grove, Druid, Quest, Parasite
|image=Healer Nettie Quest.jpg
|description=Get Help from Healer Nettie is a sub-quest of Act One's main quest, Find a Cure. It can be started by inquiring about a healer with Nymessa and Damays or various individuals at the Druid Grove.
}}
[[File:Healer Nettie Quest.jpg|thumb|Nettie is a talented healer - but can she cure a tadpole?]]
 
'''Get Help from Healer Nettie''' is a sub-[[quest]] of [[Act One|Act One's]] main quest, [[Find a Cure]]. It can be started by inquiring about a healer with [[Nymessa]] and [[Damays]] or various individuals at the [[Druid Grove]].


'''Falling damage''' is the [[Damage]] a creature suffers to their [[Hit points]], in the form of {{DamageText| |Bludgeoning}} damage, when they fall a sufficient distance. Falling damage is most commonly caused by [[Jump|Jumping]] from heights, being [[Shove|Shoved]] or [[Throw|Thrown]] from them, or being pushed from them by spells and abilities with knockback. Falling damage scales with the height of the fall and can additionally cause creatures to be knocked prone if the fall is of sufficient height.
{{SpoilerWarning}}
<br><br/>
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Find the druid's apprentice.</div>
<div class="mw-collapsible-content">
* Aradin told us that the druid Halsin has an apprentice. If we can find her, she might be able to help us with the parasite.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Find the healer Nettie.</div>
<div class="mw-collapsible-content">
* When we asked about healing, we were told to look for Nettie in the Inner Sanctum.
* There's a camp nearby where someone named Nettie can supposedly heal any wound. She might be able to help remove the parasite.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Follow Nettie.</div>
<div class="mw-collapsible-content">
* We told Nettie about the parasite. She seemed concerned and asked us to follow her to another room for treatment.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Find an antidote for the poison.</div>
<div class="mw-collapsible-content">
* Unable to heal us, Nettie spared us the horror of ceremorphosis - by poisoning one of us with deadly venom. We need to cure the poison immediately.
* Nettie's corpse told us of a cure - the Elixir of Silvanus. It seems related to flora of the Dalelands.
* To make the lifesaving antidote, we need to mix a bundle of mugwort in a cauldron of theriac, blessed by Silvanus.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
* Nettie tried to poison us, but we managed to talk her out of it. She let us go, but she made us promise to kill ourselves if we started to turn.
* We managed to find a cure for the venom Nettie used - but we're still no closer to a cure for the parasite.
* We rescued Nettie's master, Halsin. Now that he's safe, we don't need to ask Nettie for help - we can go directly to the master druid instead.
* Nettie was killed before she could help us. We'll need to find another way to cure ourselves.
* Nettie's dead - serves her right for trying to poison us. But it's a bittersweet victory: we still need to find a way to deal with the parasite.
* We left the area without seeing if the druid apprentice could heal us.
</div></div>


==Falling damage formula==
== Walkthrough ==
[[File:Druid's Chamber.jpg|thumb|The library where you speak with Nettie. ]]
Nettie can be found within the [[Druid Grove|Emerald Grove]], in the room beyond the lounge where [[Kagha]] and [[Rath]] are situated. She will not help the player until they admit to her that they're infected by a Mindflayer Tadpole. She invites the player to join her in the library room deeper within the sanctum to talk.


''Baldur's Gate 3'' does not use the standard D&D 5E ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall {{ref|https://www.dndbeyond.com/sources/basic-rules/adventuring#Falling}}, and instead uses it's own formula in which the damage is consistent and scales more discretely as the height of the fall increases. The calculations used in the game seem to involve a lot of rounding, so the exact damage taken may not always perfectly match what you would expect from calculating it.
Once the player is inside the room, she locks the door behind them and they lose the ability to [[Ancient Rune Circle|Fast Travel]]. Approaching Nettie initiates a conversation.


The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creature’s maximum health:
'''If the player is truthful with Nettie''' - informing her of the various symptoms they have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the player before they can transform.  
*Falls of less than {{Distance|m=4|ft=13}} deal no damage.
*Falls over {{Distance|m=4|ft=13}} deal damage starting at roughly 2% of the creature’s maximum health and increasing by an additional 1% for every additional {{Distance|m=0.2|ft=0.6}} fallen. {{verify}}
*Falls become lethal at heights of around {{Distance|m=21|ft=69}} or if a creature falls out of the playable game area.
*Creatures using {{Sai|Displace (Condition)|Displace}} will cause and additional {{DamageText|1d8|Psychic}} damage to any creature that takes falling damage as a result of their actions.
*If the fall is caused by one creature throwing or shoving another, instead of from a jump, then certain damage affecting items or conditions will also be added to the falling damage, such as [[Lightning Charges]] or the [[Callous Glow Ring]]{{note|This extra damage is only added from passives or conditions that use DamageBonus() but do not require the source to be an unarmed, weapon, or spell attack to trigger.}}. These damage bonuses are applied even if the creature receiving the fall damage has the item or condition.  


[[File:Falling Damage Tooltip.png|right|thumb|Example of a tooltip showing damage from a fall]]
Nettie offers to let the player go free if they swear to consume [[Wyvern Poison]] and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she informs them of the current situation in the Grove and gives them the quest [[Rescue the Druid Halsin]]. If the player is unwilling to swear to this, she attacks in hopes of stopping the player before they can transform and harm others.


When jumping from a height great enough to deal damage, a tooltip will display the damage the creature will suffer if they jump to the targeted location. If the damage would be sufficient to kill the creature the text "Dead" will be displayed instead. This tooltip will accurately show the reduced damage from resistance to falling damage but will still incorrectly show the full damage amount for creatures resistant to bludgeoning damage. Any additional damage from displace or other effects will never be included in this tooltip. This tooltip will always suggest that a creature may be knocked prone by the fall, even if the fall is not high enough.
'''If Nettie is killed''', the player finds that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the [[Key of the Ancients]] which opens the stone slab doors. The players can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].  


===Prone===
'''If the player is not truthful with Nettie''' - refusing to provide any details of their symptoms, she asks to touch the player's hand without explanation. 


Falls can also cause creatures to be knocked [[Prone]] when they land. A fall will always cause a creature to be knocked prone if it deals more than 25% of their maximum HP, meaning falls of around {{Distance|m=8|ft=27}} for characters without resistance to falling damage or {{Distance|m=12.3|ft=40}} for creatures with resistance to falling damage. Creatures that are resistant to bludgeoning damage but not falling damage specifically will still be knocked prone from falls of {{Distance|m=8|ft=27}} despite receiving only 12.5% of their maximum HP in damage.  
* If the player offer their hand to Nettie, the Druid slices them with the poisoned plant Kelemvor's Kiss, inflicting them with a special [[Conditions#Poisoned|Poisoned]] condition called '''At Death's Door,''' which inflicts a -2 penalty to all [[Ability Scores]], and continues to worsen after [[Resting|Rest]].  


===Example===
* If the player refuses to offer their hand, Nettie tries to slice them regardless. The player must pass a [[Difficulty Class]] (DC)15 [[Dexterity]] [[Ability Check|Check]] or [[Intimidation]] [[Skill Check|Check]] to avoid this.
'''If the player successfully avoids getting poisoned''', they can make another DC10 [[Medicine]], [[History]], or [[Intimidation]] to get Nettie to stand down. If this is successful, the conversation loops back to her request for the player to swear to drinking the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.


A creature that falls from a height of {{Distance|m=5.4|ft=17.7}}, with no resistance to falling damage, would be expected to take damage equal to 2% of their max health + 1% for every additional {{Distance|m=0.2|ft=0.6}} of height after damage begins, in this case giving us 2% + 7% or around 9% of a creatures max hit points from a {{Distance|m=5.4|ft=17.7}} fall. As the fall was less than {{Distance|m=8|ft=27}}, the creature will not fall prone.  If the fall was caused by a shove or throw and either creature is wearing the [[Callous Glow Ring]] then the creature that falls will also suffer an additional 2 radiant damage.
=== Poisoned and Trapped ===
'''If the player is poisoned,''' they have an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The player is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.


==Falling damage resistance and immunity==
The player have the following options to try to obtain the antidote, which is on Nettie, at this point:


There are numerous sources of [[Resistance]] and [[Immunity]] to fall damage, some temporary from spells and consumables and some permanent from certain class or passive features.
* Convince Nettie to give it to them by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
* Attack Nettie and loot her body for the [[Elixir of Silvanus]].
* Pick-pocket the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows you to fight her without the At Death's Door debuff.


Any source of resistance to bludgeoning damage will grant the creature resistance to falling damage and passive features such as [[Magical Plate]] will also reduce the damage, but in addition there are also sources that specifically provide resistance or immunity to only falling damage. If a creature has both resistance to bludgeoning and falling damage these effects will stack, granting a 75% reduction in the falling damage they recieve. Resistance to falling damage is not listed in the resistance section of a creature's character sheet and instead can only be seen in it's list of notable features.
'''If Nettie is convinced to peacefully provide the antidote''', she now offers to let the player go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  


===Sources of resistance===
Note, that at any point of the conversation, the player can choose to attack Nettie to either obtain the antidote (if they're poisoned) and to free themselves from the locked room, through the "Attack" button at the bottom left of the screen when in dialogue. Alternatively, the player can switch characters and have them initiate the fight.


{{unbulleted list|
=== Brewing an Antidote ===
* {{sai|Second-Story Work}}: Class feature granted to rogues at level 3 if they choose the [[Thief]] subclass.{{note|Second-Story Work appears to incorrectly reduce falling damage by 75% instead of 50%, however this does not increase the distance you can fall without being knocked prone beyond that of regular resistance.}}
* {{sai|Slow Fall}}: Reaction granted to [[Monk|monks]] at level 4.
* {{sai|Aspect of the Beast (Chimpanzee)|Aspect of the Beast: Chimpanzee}}: Class feature that can be taken by barbarians at level 6 or 10 if they chose the [[Wildheart]] subclass.
* {{sai|Cat's Grace}}: Variant of [[Enhance Ability]] availiable to bards, clerics, druids, and sorcerers at level 3 or from {{SmItemIcon|The Graceful Cloth}}.
* {{sai|Feline Fall}}: Passive feature unique to [[Cat|Cats]].
}}


[[File:Falling Damage Resistance Example.png|right|thumb|Example of fall damage reduced by resistance]]
Should the player wish to, they can also learn to brew an antidote to cure themselves of the poison.


===Sources of immunity===
In the room where they originally found Nettie healing the bird, there is a book named [[On Antidotes]] sitting on a desk by the cauldron. Reading the book teaches the player the crafting recipe for an [[Antidote]] and combining [[Salts of Mugwort]] with any suspension will allow them to brew an antidote that can cure them of the poison. Antidotes found elsewhere will also work for curing the poison.


{{unbulleted list|
Three [[Mugwort]] can be found in the Druid's Quarters to extract the salts and the room Nettie locks you in has three [[Bullwug Trumpets]] that all the player to extract a suspension, providing all the ingredients needed to brew an antidote if the player doesn't already have them. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dilogue line where she tells the player to stop searching for an antidote as they won't find one.
* {{sai|Feather Fall (Condition)|Feather Fall}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}.
* {{sai|Web}}: Landing in the [[Web Surface]] created by this spell nullifies all fall damage from any height.
* {{sai|Veil of the Wind}}: Passive feature granted by {{SmItemIcon|Nyrulna}}.
* {{sai|Astral Gravity (Condition)|Astral Gravity}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]].
* {{sai|Unearthly}}: Passive feature unique to [[Poltergeist|Poltergeists]].
}}


==Achievements==
The player can brew the antidote ahead of speaking with Nettie or simply bring one with them found elsewhere in the world. Should the player get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the player a chance to leave if they swear to kill themselves should they start to transform. 


{{Achievement|Shove Off}}
== Quest Rewards ==


==Footnotes and references==
* {{SmallIcon|Wyvern Toxin Icon.png}} [[Wyvern Toxin]]
* {{SmallIcon|Key of the Ancients Icon.png}} [[Key of the Ancients]]


{{reflist|note}}
Completing this quest earns the player 75 Experience Points. The Wyvern Toxin the player can obtain is actually a powerful consumable that be used to add significant poison damage to a single weapon attack. The [[Key of the Ancients]] can only be obtained in outcomes that involves killing Nettie.
{{notelist}}
{{reflist|url}}
{{reflist}}


== Earlier Versions ==


{{NavGameplay}}
[[File:Cauldron.jpg|thumb|The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.]]
Prior to [[Patch Notes|Patch 1]] the player was able to read the book [[Flora of the Dalelands]] in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the player how to brew an [[Elixir of Silvanus]] using the Cauldron of Boiling Theriac to cure the poison. Patch one removed the book and replaced it with a copy of [[On Antidotes]] which instead teaches the player how to craft a regular [[Antidote]] using the crafting system.


[[Category:Gameplay mechanics]]
{{NavQuests}}
[[Category:Quests]]
[[Category:Main Quest]]

Revision as of 10:37, 23 January 2024

Nettie is a talented healer - but can she cure a tadpole?

Get Help from Healer Nettie is a sub-quest of Act One's main quest, Find a Cure. It can be started by inquiring about a healer with Nymessa and Damays or various individuals at the Druid Grove.



Objectives

Objectives and journal entries may vary pending player decisions and outcomes.

Find the druid's apprentice.
  • Aradin told us that the druid Halsin has an apprentice. If we can find her, she might be able to help us with the parasite.
Find the healer Nettie.
  • When we asked about healing, we were told to look for Nettie in the Inner Sanctum.
  • There's a camp nearby where someone named Nettie can supposedly heal any wound. She might be able to help remove the parasite.
Follow Nettie.
  • We told Nettie about the parasite. She seemed concerned and asked us to follow her to another room for treatment.
Find an antidote for the poison.
  • Unable to heal us, Nettie spared us the horror of ceremorphosis - by poisoning one of us with deadly venom. We need to cure the poison immediately.
  • Nettie's corpse told us of a cure - the Elixir of Silvanus. It seems related to flora of the Dalelands.
  • To make the lifesaving antidote, we need to mix a bundle of mugwort in a cauldron of theriac, blessed by Silvanus.
Quest Complete
  • Nettie tried to poison us, but we managed to talk her out of it. She let us go, but she made us promise to kill ourselves if we started to turn.
  • We managed to find a cure for the venom Nettie used - but we're still no closer to a cure for the parasite.
  • We rescued Nettie's master, Halsin. Now that he's safe, we don't need to ask Nettie for help - we can go directly to the master druid instead.
  • Nettie was killed before she could help us. We'll need to find another way to cure ourselves.
  • Nettie's dead - serves her right for trying to poison us. But it's a bittersweet victory: we still need to find a way to deal with the parasite.
  • We left the area without seeing if the druid apprentice could heal us.

Walkthrough

The library where you speak with Nettie.

Nettie can be found within the Emerald Grove, in the room beyond the lounge where Kagha and Rath are situated. She will not help the player until they admit to her that they're infected by a Mindflayer Tadpole. She invites the player to join her in the library room deeper within the sanctum to talk.

Once the player is inside the room, she locks the door behind them and they lose the ability to Fast Travel. Approaching Nettie initiates a conversation.

If the player is truthful with Nettie - informing her of the various symptoms they have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the player before they can transform.

Nettie offers to let the player go free if they swear to consume Wyvern Poison and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she informs them of the current situation in the Grove and gives them the quest Rescue the Druid Halsin. If the player is unwilling to swear to this, she attacks in hopes of stopping the player before they can transform and harm others.

If Nettie is killed, the player finds that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the Key of the Ancients which opens the stone slab doors. The players can use this to return to the Druid Grove, or head towards the Underground Passage.

If the player is not truthful with Nettie - refusing to provide any details of their symptoms, she asks to touch the player's hand without explanation.

  • If the player offer their hand to Nettie, the Druid slices them with the poisoned plant Kelemvor's Kiss, inflicting them with a special Poisoned condition called At Death's Door, which inflicts a -2 penalty to all Ability Scores, and continues to worsen after Rest.

If the player successfully avoids getting poisoned, they can make another DC10 Medicine, History, or Intimidation to get Nettie to stand down. If this is successful, the conversation loops back to her request for the player to swear to drinking the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.

Poisoned and Trapped

If the player is poisoned, they have an opportunity to grab the branch and conduct a DC10 Nature Check to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The player is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.

The player have the following options to try to obtain the antidote, which is on Nettie, at this point:

  • Convince Nettie to give it to them by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
  • Attack Nettie and loot her body for the Elixir of Silvanus.
  • Pick-pocket the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows you to fight her without the At Death's Door debuff.

If Nettie is convinced to peacefully provide the antidote, she now offers to let the player go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.

Note, that at any point of the conversation, the player can choose to attack Nettie to either obtain the antidote (if they're poisoned) and to free themselves from the locked room, through the "Attack" button at the bottom left of the screen when in dialogue. Alternatively, the player can switch characters and have them initiate the fight.

Brewing an Antidote

Should the player wish to, they can also learn to brew an antidote to cure themselves of the poison.

In the room where they originally found Nettie healing the bird, there is a book named On Antidotes sitting on a desk by the cauldron. Reading the book teaches the player the crafting recipe for an Antidote and combining Salts of Mugwort with any suspension will allow them to brew an antidote that can cure them of the poison. Antidotes found elsewhere will also work for curing the poison.

Three Mugwort can be found in the Druid's Quarters to extract the salts and the room Nettie locks you in has three Bullwug Trumpets that all the player to extract a suspension, providing all the ingredients needed to brew an antidote if the player doesn't already have them. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dilogue line where she tells the player to stop searching for an antidote as they won't find one.

The player can brew the antidote ahead of speaking with Nettie or simply bring one with them found elsewhere in the world. Should the player get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the player a chance to leave if they swear to kill themselves should they start to transform.

Quest Rewards

Completing this quest earns the player 75 Experience Points. The Wyvern Toxin the player can obtain is actually a powerful consumable that be used to add significant poison damage to a single weapon attack. The Key of the Ancients can only be obtained in outcomes that involves killing Nettie.

Earlier Versions

The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.

Prior to Patch 1 the player was able to read the book Flora of the Dalelands in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the player how to brew an Elixir of Silvanus using the Cauldron of Boiling Theriac to cure the poison. Patch one removed the book and replaced it with a copy of On Antidotes which instead teaches the player how to craft a regular Antidote using the crafting system.