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{{ up to date | 2023-09-11 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{rewrite}}
{{PageSeo
{{PageSeo
|description = True Soul Nere is a potential boss in Baldur's Gate 3. He can be found at Grymforge, trapped inside a room that suffered a cave-in. He's a pivotal character for the Free True Soul Nere and Deliver Nere's Head quests.
|description = True Soul Nere is a potential boss in Baldur's Gate 3. He can be found at Grymforge, trapped inside a room that suffered a cave-in. He's a pivotal character for the Free True Soul Nere and Deliver Nere's Head quests.
|image = [[File:Nere-face.jpg]]
|image = [[File:Nere-face.jpg]]
}}
}}
{{CharacterInfo
{{Spoiler warning}}
|title = True Soul
{{Infobox character
|name = Nere
| name = Nere
|image=[[File:Nere-face.jpg|250px]]
| image = Nere-face.jpg
|STR=17
| imagesize = 0.8
|DEX=15
| voice = Joseph Capp
|CON=15
| titles = True Soul of the Absolute
|INT=18
| race = [[Lolth-sworn drow]]
|WIS=13
}}
|CHA=18
'''Nere''', also known as '''True Soul Nere''', is a [[True Soul]] of the [[Cult of the Absolute|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]].
|str save=yes
|con save=yes
|level=5
|race={{Race|Lolth-Sworn Drow}}
|type=Humanoid
|HP=78
|AC=12
|speed=9m / 30ft
|size=Medium
|weight=60kg / 120lbs
|proficiency=3
|initiative=+2
|location = [[Grymforge]]
|alt-name=3D Model
|alt-image=[[File:Nere Model.png|150px]]
|psychic=Resistant
|passive={{PAS|Darkvision (Passive Feature)|Darkvision}}
{{PAS|Sunlight Sensitivity}}
{{PAS|Fey Ancestry}}
{{PAS|Extra Attack}}
{{PAS|Opportunity Attack}}
{{PAS|Muscular}}
}}'''Nere''', also known as '''[[True Soul]] Nere''', is a potential boss in [[Baldur's Gate 3]]. In [[Chapter One]] he can be found at [[Grymforge]], trapped inside a room that suffered a cave-in. He's a pivotal character for the [[Free True Soul Nere]] and [[Deliver Nere's Head]] quests.


{{SpoilerWarning}}
== Involvement ==
You first meet '''Nere''' as part of the quests [[Free True Soul Nere]].


== Act One ==
=== Act One ===
A group of enslaved [[Gnome|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.
A group of enslaved [[Gnome|deep gnomes]] are trying to free him 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:''' Doing a Full Rest twice after discovering Nere is trapped will cause his death and the death of those who are trapped with him.
''Warning:'' Fast traveling or long resting more than once causes Nere to die. ((this information may not be true for Honor mode, I long rested 14 times and fast traveled 10 times to other regions and Nere is still trapped and alive))


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.   
After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also complete the quest [[Blind the Absolute]] - convincing [[Elder Brithvar]] 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.  
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 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.  
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.  
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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.  
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 {{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]].
 
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.
 
=== Act Two ===
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 ==
{{Infobox statistics
| name = Nere
| race = Lolth-sworn drow
| size = Medium
| type = Humanoid
| armour_class = 12
| hit_points = 78
| hit_points_tactician = 101
| movement_speed_meters = 9
| movement_speed_feet = 30
| weight_kg = 60
| weight_lb = 120
| level = 5
| str = 17
| dex = 15
| con = 15
| int = 18
| wis = 13
| cha = 18
| str_save_proficiency = yes
| con_save_proficiency = yes
| resistant1 = Psychic
 
| feature1_name = Darkvision
| feature1_description = Can attack nearby creatures in the dark without disadvantage.
| feature2_name = Sunlight Sensitivity
| feature2_description = Has disadvantage on attack rolls and Perception checks while in sunlight.
| feature3_name = Fey Ancestry
| feature3_description = Immunity to sleep and advantage on saves against Charmed.
| feature4_name = Extra Attack
| feature4_description = Make an additional free attack after an unarmed or melee attack.
| feature5_name = Opportunity Attack
| feature5_description = Make a melee attack against an enemy moving out of range.
| feature6_name = Muscular
| feature6_description = Has advantage on ability checks and saving throws using Athletics.
| feature7_name = Legendary Action: Psionic Visage
| feature7_mode = Honour
| feature7_description = After being hit, Nere can cast Psionic Visage to protect himself.
}}
=== Spells and abilities ===
{{Feature box|name=Shield of Screams
|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 {{DamageText|2d6|Psychic}} damage.
}}
 
{{Feature box|name=Dissonant Whispers
|{{DamageInfo|3d6|Psychic}}
{{Cond|Frightened|Frighten}} a creature: it will be easier to hit and cannot move.
 
On a successful {{SavingThrow|Wisdom}}, the creature only takes half damage.
}}
 
{{Feature box|name=Wicked Coercion
|{{DamageInfo|2d4|Psychic}}
Invade an enemy's mind and force them to join your side. They also take {{DamageText|2d4|Psychic}} immediately, and {{DamageText|1d6|Psychic}} per turn.
}}
 
====Honour mode====
{{Feature box|name=Psionic Visage|image name=Legendary Action Utility.webp
|Psionic Visage is a legendary reaction available to Nere in [[Honour mode]]. When attacked, Nere can cast Psionic Visage to protect himself from Physical damage with 3 psionic copies of himself. When he is struck, the visage will [[#Shatter Visage|detonate]] directly over the attacker.
}}
 
{{Feature box|name=Shatter Visage|image name=Generic Psychic.webp
|Detonate a psionic visage, striking the attacker with a psychic wave that pushes it back 3 m / 10 ft.
 
{{DamageInfo|2d6|Psychic}}
 
{{AOE | radius | m = 6 | ft = 20 }}
}}


If you manage to keep Nere alive in the Grymforge, he will appear briefly in Act 2.
=== 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.


== Spells Known ==
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.
{{div col | style = column-width: 18em; list-style-type: none;}}
 
* {{PAS|Shield of Screams}}
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.
* {{PAS|Dissonant Whispers}}
 
* {{PAS|Wicked Coercion}}
Bringing a [[Sussur Bloom]] to the fight can greatly reduce the amount of magic being cast, thanks to its [[Sussur Flower Antimagic Field (Condition)|Sussur Flower Antimagic Field]] .{{clear}}
{{div col end}}


== Loot ==
=== Loot ===
'''At Grymforge:'''
'''At Grymforge:'''
{{div col}}
* {{MdRarityItem|Mind Flayer Parasite Specimen}}
* {{MdRarityItem|Mind Flayer Parasite Specimen}}
* {{MdRarityItem|Nere's Head}}
* {{MdRarityItem|Nere's Head}}
Line 80: Line 138:
* {{MdRarityItem|Gold|alias=1402 Gold}}
* {{MdRarityItem|Gold|alias=1402 Gold}}
* {{MdRarityItem|Spider's Lyre}}
* {{MdRarityItem|Spider's Lyre}}
{{div col end}}
== Speak with Dead ==
Nere can be spoken to with [[Speak with Dead]].
'''Player:''' Who are you?
* '''Nere:''' True Soul... Nere...
'''Player:''' How did you get trapped?


== Trivia ==
* '''Nere:''' Corridor... triggered old trap... cave-in...
* Nere is voiced by [https://www.imdb.com/name/nm3516054/?ref_=tt_cl_t_15 Joseph Capp].


== Gallery ==  
'''Player:''' What were you doing here?
 
* '''Nere:''' Find... path to temple... orders of [[Ketheric Thorm|General]]...
** Player: What about this temple is so important?
*** '''Nere:''' General's necromancer... [[Balthazar]]...
** Player: Tell me more about this General.
*** '''Nere:''' Absolute's Chosen... Moonrise Towers...
 
'''Player:''' Where did you come from?
 
* '''Nere:''' Moonrise... Towers...
** Player: How can I get to Moonrise Towers?
*** '''Nere:''' [[Minthara]] in goblin camp... safe passage... Moonlantern... drider...
 
'''Player:''' Did you come here with the duergar?
 
* '''Nere:''' Mercenaries... Absolute unites...
 
== Gallery ==
<gallery heights="200px" mode="packed">
<gallery heights="200px" mode="packed">
Nere-appearance.jpg|Nere in early access
Nere-appearance.jpg|Nere in early access
Nere_Model.png|Nere's model
</gallery>
</gallery>


== External Links ==
== 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.{{Verify}} The dwarves and gnomes will leave after a [[Long Rest]], allowing the party to loot to their heart's content.
 
== External links ==
* {{FRWiki|Nere|long}}
* {{FRWiki|Nere|long}}


[[Category: Humanoids]]
[[Category: Drow]]
[[Category: Drow]]
[[Category: Bosses]]
[[Category: Bosses]]
[[Category: Followers of the Absolute]]
[[Category: Followers of the Absolute]]
[[Category: Characters in Act 1]]
{{NavUnderdark}}
{{NavUnderdark}}
[[Category:Available to Speak with Dead]]

Revision as of 01:04, 1 April 2024

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

You first meet Nere as part of the quests Free True Soul Nere.

Act One

A group of enslaved deep gnomes are trying to free him 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: Fast traveling or long resting more than once causes Nere to die. ((this information may not be true for Honor mode, I long rested 14 times and fast traveled 10 times to other regions and Nere is still trapped and alive))

After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also complete the quest Blind the Absolute - convincing Elder Brithvar 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 Broken Moonlantern 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 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.

Act Two

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

Spells and abilities

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

Frightened Frighten a creature: it will be easier to hit and cannot move.
WIS Save
 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)

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:

Speak with Dead

Nere can be spoken to with Speak with Dead.

Player: Who are you?

  • Nere: True Soul... Nere...

Player: How did you get trapped?

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

Player: What were you doing here?

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

Player: Where did you come from?

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

Player: 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