Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Nere

From bg3.wiki

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

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, 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 - convincing Elder Brithvar to side against Nere, 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 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 or 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.

Related Quests

Combat

Spells and abilities

Shield of Screams Shield of Screams ()
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic

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

Your Armour Class increases by 3, and anyone who hits you with a melee attack takes 2d6Damage TypesPsychic damage.

 Range: 18 m / 60 ft
Dissonant Whispers Dissonant Whispers ()
D6 Psychic.png 3d6 (3~18) Damage TypesPsychic

Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.

WIS Save
 Range: 18 m / 60 ft
Wicked Coercion Wicked Coercion ()
D4 Psychic.png 2d4 (2~8) Damage TypesPsychic

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

Psionic Visage Psionic Visage

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.

When the caster is struck, a Psionic Visage will Detonate Detonate.

 Range: Self
Recharge: Per turn
Shatter Visage Shatter Visage
D6 Psychic.png 2d6 (2~12) Damage TypesPsychic

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)

Tactics

The fight against Nere is made easier if first completing Blind the Absolute, as then there will be more allies and fewer enemies in this fight.

It is highly recommended to keep away from the lava as well, because it is possible to get shoved into it, easily taking out one of the party members.

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 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:

Speak with Dead

Nere can be spoken to with 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 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 in goblin camp... safe passage... Moonlantern... drider...

Party member: Did you come here with the duergar?

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

Gallery

Notes

  • Looting Nere's corpse is considered a crime by any remaining Duergar and Deep Gnomes and they will turn hostile if they catch the party looting.[Needs Verification] The dwarves and gnomes will leave after a Long Rest, allowing the party to loot to their heart's content.

External links