Viconia DeVir/combat

From Baldur's Gate 3 Wiki
Mother Superior of Shar
Viconia DeVir
Viconia Model.png
Stats
Level 11

STR

14
(+2)

DEX

19
(+4)

CON

10

INT

17
(+3)

WIS

18
(+4)

CHA

16
(+3)
Creature Race Icon.png  Race Lolth-Sworn Drow
Creature Type Icon.png  Type Humanoid
HP Icon.png  HP 124; 161Tactician
Creature AC Icon.png  AC 20
Creature Speed Icon.png  Movement Speed 9m / 30ft
Creature Size Icon.png  Size Medium
Weight Icon.png  Weight 75 kg / 150 lbs
Initiative Icon.png  Initiative +4
Passive features
Character information
Location Cloister of Sombre Embrace
Faction Shar
Experience on kill 800
This page focuses on Viconia DeVir's behaviour during her combat encounter. Viconia DeVir is able to be fought in the Cloister of Sombre Embrace, which is found under the House of Grief in the Lower City. She is joined by the members of her flock.

Attacks and abilities

Viconia fights like a level 11 Cleric, capable of casting spells up to level 6 and possessing two Channel Divinity charges.

Mapping of the Heart spells

Conditions and passives

Radiant Retort Radiant Retort
  • Whenever you take radiant damage, reflect it back at your attacker twofold as Force damage.
Nightbringer's Beloved Nightbringer's Beloved

Regain 7d8 (7~56) hit points every time you use your Channel Divinity.

Passives

Viconia's armour and weapons grant her a few passives and boosts:

Allies

Viconia DeVir can be fought in the Cloister of Sombre Embrace. She is joined by eighteen other Sharrans:

If Shadowheart is a Dark Justiciar, she can convince some of the Sharrans to fight alongside the party.

Tactics

If fought, Viconia is one of the more difficult opponents in the game. She is continuously affected by the conditions Nightbringer's Beloved Nightbringer's Beloved and Radiant Retort Radiant Retort and begins the battle under the effect of Sanctuary Sanctuary. She has a high initiative bonus and will begin her first turn using Castigate Heartform Castigate Heartform on the character who underwent the Mapping of the Heart, followed by Mapped Terror Mapped Terror on the same target, crippling one character with a series of debuffs. Of the several variations of Mapped Terror, Ceremorphosis Ceremorphosis is potentially the worst, fully locking down one character for at least two turns with a Stun-like effect.

The easiest way around the Mapping abilities is also the most obvious: don't do the Mapping of the Heart. Avoiding the Mapping can be done by leaving Shadowheart at Camp and passing a DC Investigation 20 check to reveal a button that unlocks the entrance to the Cloister. Without the Mapping completed, Viconia cannot use Castigate Heartform Castigate Heartform or Mapped Terror Mapped Terror.

Viconia herself is a capable striker thanks to the strength bonus from her Handmaiden's Mace, application of Divine Strike: Poison Divine Strike: Poison, and potential guaranteed crits from Castigate Heartform Castigate Heartform. Disarming her can be useful, but she will still have many powerful spells to fall back on.

The Sharrans possess overwhelming strength in numbers. She is supported by almost twenty allies including two powerful Justiciar Crusaders and four Sharran Fidelian mages. All of her allies are capable of controlling the arena with Darkness Darkness and casting synergistic spells like Overwhelming Grief Overwhelming Grief. All possess the Shadow Ambush Shadow Ambush passive, allowing them to deal massive Necrotic damage to the party; they also liberally use Bone Chill Bone Chill to prevent healing.

Necrotic Resistance Necrotic Resistance and crowd control are the surest ways to increase survivability, as the lion's share of damage inflicted upon the party will come from Shadow Ambush Shadow Ambush damage riders tagging onto every ability the Sharrans use. Sources of Darkvision and/or immunity to Blind are necessary for melee strikers to wade through the clouds of Darkness Darkness. The Crusaders, Nightmist and Owltalon, are second only to Viconia in power and are great targets for Crown of Madness Crown of Madness or Dominate Person Dominate Person.

Counterintuitively, this is an potentially an excellent battle to use a Cleric's Divine Intervention: Sunder the Heretical Divine Intervention: Sunder the Heretical, specifically in conjunction with Death Ward Death Ward, The Blood of Lathander, or a similar effect. The enormous radius and large radiant damage will wipe many weaker Novices out of the initiative order; triggering Radiant Retort Radiant Retort will surely kill the caster, but upon revival the cleric will have rejuvenated their actions, effectively giving them an extra turn. Triggering her Radiant Retort with a small source of Radiant damage, such as Sacred Flame Sacred Flame, can prematurely block her Sanctuary and allow her to be targeted before she gets a turn.

Trivia