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Nettie

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Nettie is a dwarven druid in the Circle of the Emerald Grove in Act One. Nettie is a student under First Druid HalsinFirst Druid Halsin. In his absence, she is the primary healer in the Emerald Grove.

You seem healthy enough. A bit tired 'round the eyes, maybe.
Nettie upon examining the player

Involvement[edit | edit source]

Act One[edit | edit source]

Nettie can be found during Get Help from Healer NettieGet Help from Healer Nettie in the Druids' Chambers healing a Wounded BirdWounded Bird, who became injured in her search for HalsinHalsin.

If a party member heals the bird through using a spell like Healing WordHealing Word, Nettie comments on this, being impressed by the party member's healing skills.

If asking her to heal them of their tadpoles, Nettie guides the party into the Enclave Library. If the interacting party member is honest with Nettie, she admits she does not know how to remove their tadpoles but that she and Halsin were investigating Illithids. She asks the party to rescue Halsin because he may be the only person who knows of a cure. She offers the party Wyvern Toxin, to be consumed if they begin mutating into mind flayers. If refusing to drink the poison, Nettie becomes hostile and attacks.

If the interacting party member avoids Nettie's questions, she attempts to poison them using a thorn branch.

After completing Save the First DruidSave the First Druid and returning Halsin safely, the party can talk to her and ask for an additional reward. She gives a Pouch containing a Mugwort and Red Apple.

Companion approval[edit | edit source]

  • Swear to take the wyvern toxin after asking her for a cure. Clerics of SelûneSelûne have a unique dialogue option for this decision; notably, Shadowheart still approves.
Astarion disapproves -1 Karlach disapproves -1 Lae'zel approves +1 Shadowheart approves +1

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

BarkskinBarkskin (Action + Level 2 Spell Slot)
Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Flaming SphereFlaming Sphere (Action + Level 2 Spell Slot)
Damage: 2~12
2d6FireFire

Summon a Flaming Sphere that deals 2d6FireFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. You can move the sphere.

You can remain hidden while casting this spell.

DEX SaveDEX Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Healing WordHealing Word (Bonus Action + Level 1 Spell Slot)
Healing: 1~4 + modifiers

Heal a creature you can see.

Range: 18 m / 60 ft Range: 18 m / 60 ft
Heat MetalHeat Metal (Action + Level 2 Spell Slot)
Damage: 2~16
2d8FireFire

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.

If the creature is only wearing metal armour, it always receives Disadvantage.

If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8FireFire and force the creature to let go or receive Disadvantage.

CON SaveCON Save
Range: 18 m / 60 ft Range: 18 m / 60 ft
Main Hand AttackMain Hand Attack (Action)   –  Quarterstaff
Damage: 1~6

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Poison SprayPoison Spray (Action)
Damage: 1~12
1d12PoisonPoison

Project a puff of noxious gas, dealing 1d12PoisonPoison to a target.

CON SaveCON Save
Range: 3 m / 10 ft Range: 3 m / 10 ft
ThunderwaveThunderwave (Action + Level 1 Spell Slot)
Damage: 2~16
2d8ThunderThunder

Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing ThunderThunder damage.

CON SaveCON Save
Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Wild Shape: BoarWild Shape: Boar (Bonus Action + Wild Shape Charge)

Take the shape of a Boar. It has HP Icon.png 11 hit points.

While in animal shape, you can't talk or cast spells. You take on the attributes of your beast form - excluding your Intelligence, Wisdom, and Charisma scores.

When your beast form drops to 0 hit points, you revert to your normal form.

Notable loot[edit | edit source]

Related literature[edit | edit source]

Related quests[edit | edit source]

Speak with Dead[edit | edit source]

Nettie can be spoken to with Speak with DeadSpeak with Dead.

  • Party member
    How do I get out of this room? (If Nettie locked the party in the Enclave Library at the time.)
    • Nettie
      My circlet...
  • Party member
    Who are you? (If you skipped Nettie's introduction scene)
    • Nettie
      Nettie... apprentice healer... to Master Halsin...
  • Party member
    What happened to you?
    • Nettie
      Wanted to protect... wanted to give... mercy... (If Nettie was killed after poisoning the player character, or trying to.)
    • Nettie
      Tried to protect... our grove...
  • Party member
    Where did you keep your valuables?
    • Nettie
      Beneath... locked by runes...
      • Party member
        And how do I get past these locks?

If Halsin is alive[edit | edit source]

  • Where is Halsin?
    • Nettie
      Gone... with adventurers...
      • Nettie
        Went to goblins... never came back...
  • How can I get rid of the mind flayer parasite?
    • Nettie
      Find Halsin... knows parasites... studied them...

If Halsin is dead[edit | edit source]

  • Halsin's dead. Is there any other way to get rid of a mind flayer parasite?
    • Nettie
      Master Halsin... studied parasites... hunted the source...
  • How can I get rid of the mind flayer parasite?
    • Nettie
      Master Halsin... studied parasites... hunted the source...
      • Nettie
        Absolute... Moonrise Towers...
  • Halsin's dead. I thought you'd want to know.
    • Narrator
      *The corpse says nothing. Its dead eyes convey no pain, only acceptance.*

External links[edit | edit source]