Enver Gortash/combat: Difference between revisions

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{{UnderConstruction}}
{{PageSeo
| title = Fighting Enver Gortash
| description = This page focuses on Enver Gortash's behavior during combat and how to fight him.
| image = Edward-vanderghote-gortash.webp
}}
{{CombatTab}}
{{Infobox statistics
| name = Enver Gortash
| image = Gortash_Model.png
| imagesize = 0.6
| race = Human
| size = Medium
| type = Humanoid
| armour_class = 16
| hit_points = 275
| hit_points_tactician = 357
| movement_speed_meters = 9
| movement_speed_feet = 30
| weight_kg = 75
| weight_lb = 150
| level = 9
| str = 14
| dex = 20
| con = 10
| int = 20
| wis = 16
| cha = 18
| dex_save_proficiency = Yes
| int_save_proficiency = Yes
| wis_save_proficiency = Yes
| cha_save_proficiency = Yes
| resistant1 = Thunder
 
| condition1_name = Legendary Resistance
| condition1_description = +10 to your next three saving throws.
| condition1_mode = Honour
 
| feature11_name = Alert
| feature11_mode = Tactician
| feature11_description = You gain +5 to Initiative and can no longer be surprised.
| feature1_name = Authority
| feature1_description = Advantage on Intimidation checks and Insight checks.
| feature1_item = Cloth of Authority
| feature2_name = Crossbow Expert: Point-Blank
| feature2_description = Melee crossbow attacks do not have disadvantage.
| feature3_name = Dark Devotion
| feature3_description = Advantage on Saving Throws against being Charmed or Frightened.
| feature4_name = Dauntless
| feature4_description = Cannot be Frightened or afflicted with other emotion-altering conditions.
| feature4_item = Cloth of Authority
| feature5_name = Enervating Suffusion
| feature5_description = Your unarmed attacks deal an additional 1d4 Force damage.
| feature5_item = Gauntlet of the Tyrant
| feature6_name = High Spellcasting (+1)
| feature6_description = +1 bonus to spell save DC.
| feature6_item = Gauntlet of the Tyrant
| feature7_name = Magic Resistance
| feature7_description = Advantage on saving throws against spells and other magical effects.
| feature8_name = Opportunity Attack
| feature8_description = Automatically attack an enemy moving out of your reach.
| feature9_name = Permanently Armed
| feature9_description = Cannot be disarmed.
| feature10_name = Scintillating
| feature10_description = +1 bonus to Charisma ability checks and saving throws.
| feature10_item = Tyrannical Jackboots
}}
This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay.
This page focuses on [[Enver Gortash]]'s behavior during turn-based combat gameplay.


This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.


== Attacks and abilities ==
===Common===
* {{SAI|Dash}}
* {{SAI|Ranged Attack}}


== Spells and Abilities ==
===Fabricated Arbalest===
{{Feature box|Dazzling Ray|item=Fabricated Arbalest}}


===Common===
===Avatar of Tyranny===
* [[Dash]]
{{Feature box|Invoke the Black Hand}}
* [[Ranged Attack]]
* Gortash summons multiple [[Manifestation of Tyranny]] entities around the room.
* [[Dazzling Ray]]
* Gortash summons 1 [[#The Closed Fist of Bane|Bane's Fist]] entity that gets inserted into the very end of the turn order.
 
{{Feature box|Tyrant's Bindings}}
 
{{Feature box|Empowered Unarmed Strike}}
 
{{Feature box|The Closed Fist of Bane}}


===Notable or Unique===
===Honour Mode===
{{Feature box|Tyrannical Branding}}


During a specific encounter<ref>Contributor note: I admittedly have no idea if you can fight Gortash in a different setting, as I have only ever tried to fight him here.</ref>, Gortash does not "use" these abilities himself, but entities in the location will apply the following statuses to him under the right conditions:
== Allies ==
* Shell of Resistance - Thunder Immunity, +1 Bonus Action, "Extra Movement Speed"
Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.
* Reflectoguard Active


'''Invoke the Black Hand'''<br>
=== Audience Hall (Coronation) ===
* Applies condition [[Avatar of Tyranny]] to Gortash.
* [[Duke Ulder Ravengard]]
* Allows Gortash to cast the concentration spell [[Tyrant's Bindings]] which can apply the [[Chain of Tyranny]] to each member of the party (and any summons).
* 9x [[Steel Watcher (creature)|Steel Watcher]]
* Gortash summons multiple [[Manifestation of Tyranny]] entities around the room.
* [[Fist Bella]]
* Gortash summons 1 "Bane's Fist" entity that gets inserted into the very end of the turn order.
* [[Fist Earthdigger]]
* [[Fist Fernhollow]]
* [[Fist Klaas]]
* [[Fist Kyberos]]
* [[Fist Quickstitch]]


'''The Closed Fist of Bane'''<br>
=== Gortash's Office (Top Floor) ===
* Gortash summons 1 additional "Bane's Fist" entity, which is added to the end of the turn order.
* 4x [[Steel Watcher (creature)|Steel Watcher]] on the roof (if the [[Foundry]] has not been destroyed)
* 1x [[Steel Watcher (creature)|Steel Watcher]] in the office (if the [[Foundry]] has not been destroyed)
* [[Lo]]
* [[Jaxbock]]
* [[Ulova]]
* [[Numia]] (''Honor Mode'' only)


'''Empowered Unarmed Strike'''<br>
===Wyrm's Rock Traps===
* Available to Gortash as a melee attack for as long as [[Avatar of Tyranny]] is active.
* [[Deranged Force Curtain]]
* If available, Gortash uses this as an opportunity attack against targets moving out of melee range.
* [[Micromodron Force Curtain]]
* [[Grenade Impeller]]
* [[Incineration Caster]]


===Summoned Entities===
===Summoned entities===
* '''[[Manifestation of Tyranny]]''' - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition [[Bane's Brutality]] to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
* '''[[Manifestation of Tyranny]]''' - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition {{Cond|Bane's Brutality}} to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
* '''Bane's Fist''' - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.
* '''Bane's Fist''' - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.


==Conditions==
==Conditions==
This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please ''specify'' this in the applicable section.  
This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please ''specify'' this in the applicable section.  
===Unique===
This character has frequent access to the following unique conditions, but is not necessarily the caster of these conditions.
*{{Cond|Avatar of Tyranny}}
*{{Cond|Bane's Brutality}}
===Temporary===
Gortash can gain certain defensive buffs or debuffs from his [[Reflectoguard]]s and nearby traps:
* {{cond|Shell of Resistance}} (from [[Micromodron Force Curtain]])
* {{cond|Malfunctioning Shell of Resistance}} (from [[Deranged Force Curtain]])
* {{cond|Reflectoguard Active}} (from a thrown [[Reflectoguard]])


===Immunities===
===Immunities===
'''Immunities''' include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can still go in this section, but please provide more detail about what combat actions are prevented.
'''Immunities''' include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can also go in this section.


''This character is immune to all of the following Conditions:''
''This character is immune to all of the following Conditions:''


 
* Petrified
<br />
===Vulnerabilities===
===Vulnerabilities===
'''Vulnerabilities''' include specific named Conditions that ''can be afflicted'' onto this character, even if the chance of ''successfully'' afflicting this condition on the character is really, really low.
'''Vulnerabilities''' include specific named Conditions that ''can be afflicted'' onto this character, even if the chance of ''successfully'' afflicting this condition on the character is really, really low.
Line 50: Line 149:
* Blinded
* Blinded
* Paralysed
* Paralysed
* Stunned
* Prone
* Prone
* Mental Fatigue
* Mental Fatigue
Line 56: Line 156:


== Encounters ==
== Encounters ==
This section is a list of specific combat encounters where this character gets added into the initiative, and any specific differences about how ''this character'' can behave in each combat encounter.  
===Wyrm's Rock Fortress- (Audience Hall)===
If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of [[Baldur's Gate 3]]. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.
 
Gortash will begin combat with {{cond|Shell of Resistance}} cast on him by a nearby force curtain, and will throw {{RarityItem|Reflectoguard}}s at himself and {{RarityItem|Phase Optimizer}}s at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.
 
Gortash has +5 Initiative (+10 on ''Tactician'' and ''Honour'' modes) and all Steel Watchers have +6 Initiative, making them very likely to win initiative unless the party is using the [[Alert]] feat, {{RarityItem|Elixir of Vigilance}}, and/or equipment that increases initiative. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.
 
The traps along the walls can also be quite dangerous. [[Grenade Impeller]]s and [[Incineration Caster]]s fire projectiles that constantly force the party to move, while [[Micromodron Force Curtain]] will repeatedly grant Gortash many resistances and immunities. However the [[Deranged Force Curtain]]s are malfunctioning and can debuff Gortash with {{cond|Malfunctioning Shell of Resistance}} to reduce his defenses.
 
Once per fight Gortash can cast {{SAI|Invoke the Black Hand}}, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra {{DamageText|1d4|Physical}} damage to weapon attacks, and [[Immune|Immunity]] to {{DamageType|Thunder}}, {{DamageType|Fire}}, and {{DamageType|Force}} damage. He will also gain the ability to use {{SAI|Tyrant's Bindings}}, {{SAI|Empowered Unarmed Strike}}, and {{SAI|The Closed Fist of Bane}}. This will make him significantly more durable and drastically increase his own damage.  


===Get Gortash's Netherstone - Wyrm's Rock Fortress (Office)===
===Wyrm's Rock Fortress- (Gortash's Office)===
This encounter is triggered during Act Three if Gortash has become hostile. Inside Gortash's office, a number of appliances are attached to the walls that are added into the initiative order as entities that affect the early part of the fight.
If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during [[Consider Gortash's Bargain]] and finished [[Get Orin's Netherstone]] then they can attempt to fulfill the bargain. If the party either destroyed the [[Foundry]], travelled to the [[Iron Throne]], or killed Gortash's parents at [[Flymm's Cobblers]], he will become hostile to the party and begin combat.


Two of these entity types apply Conditions to Gortash while he is standing in range:
This fight is significantly easier than the Coronation fight, especially if the player completed [[Disable the Steel Watch]] to take out the Steel Watchers. All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.
* "Micromodron Force Curtain" applies the condition [[Shell of Resistance]] to Gortash.
 
* "Deranged Force Curtain" applies the condition [[Malfunctioning Shell of Resistance]] to Gortash.
After defeating Gortash in this location, the lower floors of [[Wyrm's Rock Fortress]] will become hostile to the party. However those floors can be bypassed by using {{SAI|Grant Flight}}, {{SAI|Feather Fall}}, or {{SAI|Misty Step}}, or by simply using the climbable vines on the western side of the building.
 
Note that if the party returns to the lower floors of Wyrm's Rock after having destroyed the [[Foundry]], the lower floors will already be hostile, and the party may find itself fighting their way up through the Audience Hall and its traps and guards in order to reach the top floor. This sometimes results in a bug{{Bug}}.
 
== Bugs ==
Fighting in the Audience Hall after destroying the Foundry will sometimes trigger the enemies on the top floor to become involved in the combat. In this case Gortash and friends may make an appearance near the entrance to the Audience Hall (despite this not being the door to the location they are coming from). This can make the fight easier as Gortash is further from his most deadly traps, but can also make the fight difficult by adding an unexpected wave of additional enemies.


==Notes and References==
==Notes and References==
<references></references>
<references></references>
[[Category:Combat guides]]

Revision as of 10:55, 1 May 2024

This page focuses on Enver Gortash's behavior during turn-based combat gameplay.


Attacks and abilities

Common

Fabricated Arbalest

Sunbeam.webp
D10 Radiant.png 2d10 (2~20) Damage TypesRadiant damage

Unleash a beam of brilliant light that Blinds Blinds all creatures in its path.
DEX Save
AoE: 18 m / 60 ft (Line)

Avatar of Tyranny

Generic Buff.webp

Gortash calls upon Bane's tyrannical aid, gaining 150 temporary hit points along with new strength and powers.
Generic Control.webp
D8 Force.png 8d8 (8~64) Damage TypesForce damage

Create heavy magical chains that bind to your targets, halving their Movement speed.

If the chains are still present at the beginning of your next turn, they break, dealing 8d8Damage TypesForce damage to all targets.

WIS Save
 Range: 12 m / 40 ft
Unarmed Strike.webp
Unarmed damage Damage TypesBludgeoning
+
D8 Force.png 4d8 (4~32) Damage TypesForce damage

Blessed by the unholy strength of Bane, deal 1 + Strength ModifierDamage TypesBludgeoning damage and 4d8Damage TypesForce. If the target fails a Strength saving throw, it gets pushed back.
 Melee: 1.5 m / 5  ft
Generic Explosion.webp
D10 Force.png 12d10 (12~120) Damage TypesForce damage

Conjure the divine aspect of Bane the Accursed - a fist that hangs in the air until the end of the round before falling, crushing anyone under it for 12d10Damage TypesForce damage.
 Range: 18 m / 60 ft

Honour Mode

Generic Force.webp

Place a Tyrant's Curse Tyrant's Curse on a target.

Allies

Gortash will be accompanied by the following allies. Detailed information can be found on their respective pages.

Audience Hall (Coronation)

Gortash's Office (Top Floor)

Wyrm's Rock Traps

Summoned entities

  • Manifestation of Tyranny - Gortash summons a fixed number of these creatures into specific places in the room. These have no place in the initiative order but each one applies 1 stack of the aura condition Bane's Brutality Bane's Brutality to Gortash and/or nearby Black Gauntlet characters, as long as they are standing within a short distance.
  • Bane's Fist - Inserted into the end of the turn order. At the end of each of its turns, Bane's Fist punches the ground around it for a lot of damage.

Conditions

This information is not specified on this character's Examine page, but has resulted from contributor testing. If this information varies depending on whether this character is hostile, allied, or neutral, then please specify this in the applicable section.

Unique

This character has frequent access to the following unique conditions, but is not necessarily the caster of these conditions.

Temporary

Gortash can gain certain defensive buffs or debuffs from his Reflectoguards and nearby traps:

Immunities

Immunities include Conditions that, according to in-game UI messages, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can also go in this section.

This character is immune to all of the following Conditions:

  • Petrified


Vulnerabilities

Vulnerabilities include specific named Conditions that can be afflicted onto this character, even if the chance of successfully afflicting this condition on the character is really, really low.

This character can be affected by all of the following Conditions:

  • Blinded
  • Paralysed
  • Stunned
  • Prone
  • Mental Fatigue
  • Sluggardly
  • Shredded Armour

Encounters

Wyrm's Rock Fortress- (Audience Hall)

If the party chooses to attack Gortash during his coronation ceremony, they will face one of the most difficult fights in all of Baldur's Gate 3. Gortash is accompanied by Duke Ravengard, an army of Steel Watchers and Flaming Fist, and innumerable traps along the walls.

Gortash will begin combat with Shell of Resistance Shell of Resistance cast on him by a nearby force curtain, and will throw Reflectoguards at himself and Phase Optimizers at nearby Steel Watchers. This will give him immunity or resistance to most types of damage and make him very difficult to kill quickly, while turning all Steel Watchers into even more dangerous threats.

Gortash has +5 Initiative (+10 on Tactician and Honour modes) and all Steel Watchers have +6 Initiative, making them very likely to win initiative unless the party is using the Alert feat, Elixir of Vigilance, and/or equipment that increases initiative. Considering that there are 9 Steel Watchers in addition to Gortash, it is easily possible for an unprepared party to be killed in a single turn.

The traps along the walls can also be quite dangerous. Grenade Impellers and Incineration Casters fire projectiles that constantly force the party to move, while Micromodron Force Curtain will repeatedly grant Gortash many resistances and immunities. However the Deranged Force Curtains are malfunctioning and can debuff Gortash with Malfunctioning Shell of Resistance Malfunctioning Shell of Resistance to reduce his defenses.

Once per fight Gortash can cast Invoke the Black Hand Invoke the Black Hand, giving him 150 temporary hit points, Advantage on Strength checks and saving throws, an extra 1d4Damage TypesPhysical damage to weapon attacks, and Immunity to Damage TypesThunder, Damage TypesFire, and Damage TypesForce damage. He will also gain the ability to use Tyrant's Bindings Tyrant's Bindings, Empowered Unarmed Strike Empowered Unarmed Strike, and The Closed Fist of Bane The Closed Fist of Bane. This will make him significantly more durable and drastically increase his own damage.

Wyrm's Rock Fortress- (Gortash's Office)

If the party forgoes fighting him at his coronation, they can return to Gortash in his office later on. If the party agreed to his deal during Consider Gortash's Bargain and finished Get Orin's Netherstone then they can attempt to fulfill the bargain. If the party either destroyed the Foundry, travelled to the Iron Throne, or killed Gortash's parents at Flymm's Cobblers, he will become hostile to the party and begin combat.

This fight is significantly easier than the Coronation fight, especially if the player completed Disable the Steel Watch to take out the Steel Watchers. All information about Gortash's high initiative, conditional buffs from traps and Reflectoguards, and his spells and abilities remain the same.

After defeating Gortash in this location, the lower floors of Wyrm's Rock Fortress will become hostile to the party. However those floors can be bypassed by using Grant Flight Grant Flight, Feather Fall Feather Fall, or Misty Step Misty Step, or by simply using the climbable vines on the western side of the building.

Note that if the party returns to the lower floors of Wyrm's Rock after having destroyed the Foundry, the lower floors will already be hostile, and the party may find itself fighting their way up through the Audience Hall and its traps and guards in order to reach the top floor. This sometimes results in a bug[See: Bugs] .

Bugs

Fighting in the Audience Hall after destroying the Foundry will sometimes trigger the enemies on the top floor to become involved in the combat. In this case Gortash and friends may make an appearance near the entrance to the Audience Hall (despite this not being the door to the location they are coming from). This can make the fight easier as Gortash is further from his most deadly traps, but can also make the fight difficult by adding an unexpected wave of additional enemies.

Notes and References