Viconia DeVir/combat

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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[edit | edit source]

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[edit | edit source]

Main article: Mapping of the Heart

Honour Mode[edit | edit source]

Legendary Action Offensive.webp
  • Viconia can rend a target with a psychic barrage dealing 10d12Damage TypesPsychic after she or an ally is struck by a Heartform Mapped Heartform Mapped creature.
D12 Psychic.png 10d12 (10~120) Damage TypesPsychic damage

Action or Reaction

Legendary Action Defensive.webp
  • After an ally is struck, Viconia can apply Sanctuary of Loss Sanctuary of Loss to them, shielding them from further attacks. This protection will wane when the protected creature attacks.


Conditions and passives[edit | edit source]

Sanctuary.webp

You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.

Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area.

Generic Radiant.webp

Whenever you take Damage TypesRadiant damage, reflect it back at your attacker twofold as Damage TypesForce damage.

Generic Control.webp

Regain 7~76 Hit Points every time you use your Channel Divinity.

Passives[edit | edit source]

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

Allies[edit | edit source]

Viconia DeVir can be fought in the Cloister of Sombre Embrace. She is joined by 21 other Sharrans:


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

Tactics[edit | edit source]

If fought, Viconia is one of the more difficult opponents in the game. She is continuously affected by the conditions Nightbringer's Beloved and Radiant Retort and begins the battle under the effect of Sanctuary. She has a high initiative bonus and will begin her first turn using Castigate Heartform on the character who underwent the Mapping of the Heart, followed by Mapped Terror on the same target, crippling one character with a series of debuffs. Of the several variations of Mapped Terror, Mapped Terror: 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, or don't take the mapped character into battle. Avoiding the Mapping can be done by leaving Shadowheart at camp and passing a DC 20 Investigation check to reveal a button that unlocks the entrance to the Cloister. Without the Mapping completed, Viconia cannot use Castigate Heartform or Mapped Terror.

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

Allies[edit | edit source]

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

Necrotic resistance and crowd control are the surest ways to increase survivability against the Sharrans' overwhelming numbers. Sources of Darkvision and/or immunity to Blind are necessary for melee strikers to wade through the clouds of darkness. The Justiciar Crusaders, Nightmist and Owltalon, are second only to Viconia in power and are great targets for Crown of Madness or Dominate Person.

Counterintuitively, this is an potentially an excellent battle to use a Cleric's Divine Intervention: Sunder the Heretical, specifically in conjunction with death-prevention effects like Death Ward. 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 Viconia's Radiant Retort with a small source of Radiant damage, such as Sacred Flame or Callous Glow Ring, can prematurely block her Sanctuary and allow her to be targeted before she gets a turn.

Honour Mode[edit | edit source]

Viconia gains one Legendary action per round and three new abilities on Honour Mode: Heartwrench, Sanctuary of Loss, and the passive Impenetrable Shadow. Heartwrench adds a high-power targeted attack that focuses down the character whose heartform was mapped, giving the party one more reason to leave that character back at camp for the fight. The latter two abilities defensively buff Viconia and her allies with additional instances of Sanctuary.

Notes[edit | edit source]

  • The bestial polymorphs from Mapped Terror: Wolves and Mapped Terror: Spiders are illusory, and thus not targetable with Dominate Beast. They also function like a Druid's Wild Shape, with the polymorphed creature returning to their original form after the beast's hit points are depleted.
  • Especially in Honor Mode, it is recommended to bring a dedicated caster or a large number of AoE spells to this fight. Viconia's Sanctuary and Legendary "Sanctuary of Loss" abilities can provide her with very frequent immunity to being targeted by melee attacks or single-target spells.
  • Viconia's Sharrans make liberal use of Bone Chill cantrips during the fight. Be sure to prepare your party with additional HP, temporary HP, or a way of preventing damage to one or more characters (invisibility, sanctuary, etc.) to avoid a situation where much of your party is immunized to healing effects.