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Nere: Difference between revisions
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Regardless of his status, the player will receive a {{SmIconLink|Broken Moonlantern Icon.png|Broken Moonlantern}}, a precursor to a crucial item needed to travel through the [[Shadow-Cursed Lands]] in order to get to [[Moonrise Towers]]. Unfortunately there is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one. | Regardless of his status, the player will receive a {{SmIconLink|Broken Moonlantern Icon.png|Broken Moonlantern}}, a precursor to a crucial item needed to travel through the [[Shadow-Cursed Lands]] in order to get to [[Moonrise Towers]]. Unfortunately there is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one. | ||
If you manage to keep Nere alive in the Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to | If you manage to keep Nere alive in the Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to [[Balthazar]] | ||
== Combat == | == Combat == |
Revision as of 05:59, 5 February 2024
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Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Nere | |
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Voiced by | Joseph Capp |
Information | |
Title | True Soul of the Absolute |
Race | Lolth-sworn drow |
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 and Deliver Nere's Head.
Involvement
A group of enslaved deep gnomes under the whip of Duergar are trying to free a True Soul from a cave-in near the main room of the Grymforge. To save him, the gnomes tell you to go find Philomeen, a runaway gnome in possession of an explosive capable of destroying the rubble.
Warning: having two full rests after discovering that Nere is trapped will cause his death and the death of those who are trapped with him.
After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also convince Elder Brithvar and his companion, another duergar at the entrance of the main room, to side against Nere, making the fight easier. Alternatively, you can betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.
It is also possible to lock yourself out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and Sergeant Thrinn immediately after he is freed from the rubble. He will then demand that you help him kill the rest of the cultists and duergar mercenaries; this will make all NPCs except for Nere hostile during the battle.
If you choose to defy Nere when he kills the gnome slaves, or when he demands that you kill the other cultists, and you don't have a deal with Elder Brithvar, you will be forced to fight Nere and all of the duergar at the same time. If, however, you do have a deal with Elder Brithvar, you can interrupt him 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 player 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.
After defeating Nere, the player can remove his head to bring it to either Spaw or Glut. You can also remove his head if he dies off-screen, presumably from either a revolt or poisoning.
Regardless of his status, the player will receive a Shadow-Cursed Lands in order to get to Moonrise Towers. Unfortunately there is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one.
, a precursor to a crucial item needed to travel through theIf you manage to keep Nere alive in the Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to Balthazar
Combat
Nere | |||||||||||||
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Medium Humanoid | |||||||||||||
Level 5 Lolth-sworn drow | |||||||||||||
Stats | |||||||||||||
Armour Class | 12 | ||||||||||||
Hit points |
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Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 60 kg (120 lb) | ||||||||||||
Initiative | +2 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +3 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Psychic | ||||||||||||
Features | |||||||||||||
| Can attack nearby creatures in the dark without disadvantage. | ||||||||||||
| Has disadvantage on attack rolls and Perception checks while in sunlight. | ||||||||||||
| Immunity to sleep and advantage on saves against Charmed. | ||||||||||||
| Make an additional free attack after an unarmed or melee attack. | ||||||||||||
| Make a melee attack against an enemy moving out of range. | ||||||||||||
| Has advantage on ability checks and saving throws using Athletics. | ||||||||||||
Honour | After being hit, Nere can cast Psionic Visage to protect himself. |
Spells and abilities
Honour mode
Tactics
The fight against Nere is made easier if you first complete Blind the Absolute, as there are more allies and fewer enemies in this fight.
It is highly recommended that you keep away from the lava as well, because it is possible to get shoved into it, easily taking out one of your allies.
Be sure to take out the Mind Masters as soon as possible, as they can cast Mind Mastery, which would rob an ally of their action. After those, you can focus on taking out Nere.
Bringing a Sussur Bloom to the fight can greatly reduce the amount of magic being cast, thanks to its Sussur Flower Antimagic Field .Loot
At Grymforge:
Gallery
External links
- Nere on the Forgotten Realms Wiki