Gale Build is a critical magic user. He is not just a helpful companion but can also be the main character you play. Coming from the famous city of Waterdeep, he is smart and loves to learn. You will find that Gale’s skills and background stories add a lot to the game as you play.
Key Takeaways
- Gale is set as a human in “Baldur’s Gate 3”. It means he has a diverse set of abilities. As a wizard, he leans heavily on his intelligence to cast spells and decipher the world of magic. His background as a Sage has given him a deep knowledge of arcane arts.
- To make the most of Gale’s intelligence, it’s best to focus on specific proficiencies. Arcana, for instance, is excellent for him. It helps Gale understand and use magic better.
- Gale is one of the Origin characters, which means if you didn’t opt to play as him from the beginning, you could still recruit him later. His knowledge of arcane arts and his unique background can provide depth to gameplay and narrative.
Baldurs Gate 3 is what Shahzar considers to be the true RPG experience. He invested several hours in his campaign and upgraded the characters. His time with Gale’s build throughout Baldur’s Gate 3 campaign has allowed him to create a build that would be useful in any situation the game throws at you. – Shahzar Khalique
Why did I Choose Gale? As a wizard, he leans heavily on his intelligence to cast spells and decipher the world of magic. His background as a Sage has given him a deep knowledge of arcane arts. Not only that, I found the character to be very well-written and someone I was rooting for throughout my campaign.
Build Overview
Feature | Detail |
---|---|
Class | Wizard |
Background | Sage |
Race | Human |
Best Build | Evocation Wizard with Staves |
Has Own Story? | Yes |
Key Skills | Arcana, History, Investigation, Insight |
Can Be Romanced? | Yes |
Where to Find Gale | Cliffs near a purple portal in Act 1 |
Build Overview Table.
Optimal Proficiencies
I recommend focusing on specific proficiencies to maximize Gale’s intelligence. Arcana, for instance, is excellent for him. It helps Gale understand and use magic better. Another top pick is History.
With this, he can recall past events, especially those tied to magic. These proficiencies make Gale an even more powerful and knowledgeable wizard. His ability stats are the following:
Ability Score | Points Goal |
---|---|
Strength | 8 |
Constitution | 14 |
Wisdom | 10 |
Charisma | 10 |
Dexterity | 16 |
Intelligence | 16 |
Gale Stats Table.
Best Gear
Gear Slot | Best Gear Item | Description/Effect | Location/How to Obtain |
---|---|---|---|
Head | Circlet of Fire | Fiery Return: When you deal Fire damage with a non-Cantrip spell, gain a Bonus Action. | Gilded chest in the necromancers’ cellar in Blighted Village |
Cape | ----- | ----- | ----- |
Chest | Poisoner’s Robe | When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage. | Looting Phase Spider Matriarch Underneath Blighted Village (entrance through a well) |
Gloves | Bracers of Defence | You gain a +2 bonus to Armour Class if not wearing armour or holding a shield. | Necromancers cellar in Blighted Village |
Boots | Boots of Speed | Allows the wearer to Dash as a bonus action. | Give antidote to Thulla in Myconid Colony in Underdark |
Necklace | Amulet of Misty Step | Grants Misty Step Level 2 Conjuration Spell. | Gilded Chest (X386 Y8) in Defiled Temple |
Ring | Ring of Fire | When dealing Fire damage, the wearer deals an additional 1 Fire damage. | Given by Sovereign Glut in Myconid Colony for Avenge Glut’s Circle quest |
Ring | Sunwalker’s Gift | The wearer can see in the dark up to 12m. | Buy from Blurg in Myconid Colony in Underdark |
Weapon 1 Main Hand | Staff of Crones | Gain Ray of Sickness, Level 1 Spell. | Under Auntie Ethel Hut in Sunlit Wetlands, in Hag treasure room after defeating her |
My Picks of Gear Table.
This table organizes Gale’s gear clearly and concisely, showing the best items, their effects, and where they can be obtained.
Consumables, Potions, And Items
Potion of Speed
- Boosts your actions and defenses.
- When you drink it, you get an extra action, an A +2 bump to your armor class, making you harder to hit, better chances with dexterity saving throws, and the ability to move twice as fast.
- Why it’s excellent: It supercharges you quickly, making it invaluable in tight situations.
Smoke Powder Bomb
- Causes a big explosion.
- When thrown, it covers an area of 4 meters around the point of impact and deals between 3 to 21 (3d4+9) force damage to anything caught in the blast.
- Why it’s great: This is perfect for when you’re up against groups of enemies; one well-placed bomb can tilt the battle in your favor.
Greater Healing Potion
- Heals injuries.
- When consumed, you recover a variable amount of health, between 8 to 20 (4D4+4) hit points.
Feather Fall Scrol
- It stops you from getting hurt from falls.
- When activated, it makes you immune to all falling damage for a time.
- Why it’s excellent: Useful for exploring dangerous terrains like the Underdark or when you’re in high places and need a quick escape.
Alchemist Fire
- Burns your target.
- When thrown at an enemy, it sets them on fire, causing them to take 1d4 fire damage every turn until the fire is out.
- Why it’s great: It’s not just about the initial damage; the continuous burn can whittle down even more formidable foes over time.
Each of these items has its strengths and scenarios where they shine. Knowing when to use them can give a wizard the edge they need in their adventures.
Wizard Level Progression
Level 1
- Ray of Frost: Beam that slows enemies. It’s good to keep melee foes at a distance.
- Acid Splash: Area damage that can weaken armor.
- Fire Bolt: Strong single-target damage; can ignite things.
- Mage Armour: Boosts armor class for defense. Essential for survival.
- Magic Missile: Fires multiple darts; they consistently hit.
- Thunderwave: Knocks back enemies. Great for creating distance.
- Grease: Area control. Makes enemies slip.
- Sleep: Puts enemies to sleep based on their total hit points.
- Chromatic Orb: Variable elemental damage. Cold can freeze enemies.
- Subclass Feature Arcane Recovery: Restore spell slots, saving you from constant resting.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Sleep.
Level 2
- Subclass Choice: Evocation – focuses on elemental damage.
- Sculpt Spells: Area spells won’t hurt allies.
- Evocation Savant: Learning spells from scrolls becomes cheaper.
- Spell Additions: Chromatic Orb, Featherfall (protects from falling damage), Find Familiar (summons a pet).
- Prepared Spells: Add Chromatic Orb and Featherfall.
Level 3
- Misty Step: Teleport a short distance. It’s a great escape tool.
- Scorching Ray: Fires multiple rays of damage. It improved the attack option.
- Prepared Spells: Add Scorching Ray.
Level 4
- New Features: Gain a cantrip, two more spells, and either a feat or ability improvement.
- Ability Score Improvement: Boost Intelligence for more potent spells.
- Flaming Sphere: Summons a damaging fireball companion.
- Mirror Image: Creates duplicates for defense.
- New Cantrip: Blade Ward – Reduces damage from basic attacks.
- Prepared Spells: Add Flaming Sphere.
Level 5
- Fireball: Large area explosive spell. Deals great damage.
- Haste: Boosts an ally’s action rate for a time.
- Prepared Spells: Add Fireball and Haste.
6th Level
- Potent Cantrip: Makes basic spells more effective.
- Counterspell: Stops enemy spells as they are cast.
- Glyph of Warding: Places a trap dealing with various elemental damages.
- Prepared Spells: Add Slow, Glyph of Warding, and Misty Step.
Level 7
- Spell Access: Level 4 spells.
- Ice Storm: Delivers bludgeoning and cold damage across a large 6m area.
- Usage: Great for area damage, with the additional benefit of potentially triggering cold-related status effects.
- Banishment: Temporarily sends a target to another plane.
- Usage: Concentration-dependent. It is best for neutralizing high-threat targets temporarily. Clear out surrounding threats in its absence.
- Flexibility Tip: If survival becomes challenging, consider swapping Chromatic Orb and Flaming Sphere for Misty Step and Mirror Image.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm.
Level 8
- Greater Invisibility: Grants target Invisibility.
- Usage: Provides advantage during attacks and imposes disadvantage on attacks against the invisible target. Versatile for both combat and stealth situations.
- Blight: Deals substantial necrotic damage.
- Usage: Provides reliable single-target damage, even granting half-damage on a successful save.
- Spell Sniper: Reduces critical chance dice roll and offers a new cantrip.
- Usage: Enhances cantrip potency and increases critical strike likelihood. This is especially beneficial due to the prior Potent Cantrip enhancement.
- Eldritch Blast: Inflicts force damage and scales with level.
- Usage: Effective when low on spell slots or for force damage utility.
- Gameplay Strategy: With the new cantrip, a depleted spell pool is less concerning. Maintain focus on area damage but utilize Blight and Eldritch Blast for single targets.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment.
9th Level
- Spell Access: Level 5 spells.
- Cloudkill: Generates a massive cloud inflicting poison damage.
- Usage: For dealing with area damage, particularly against poison-susceptible foes.
- Conjure Elemental: Summons a combat-capable elemental ally.
- Usage: An Earth Elemental is preferable due to its stun ability. The elemental offers significant battlefield support.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental.
Level 10
- Empowered Evocation: Add your Intelligence modifier to damage rolls for Evocation spells.
- Telekinesis: Manipulate creatures or objects.
- Usage: Potent in environmental combat situations.
- Cone of Cold: Delivers a blast of cold damage.
- Usage: Damages foes and can impose cold-related status effects.
- True Strike: Offers advantage on your next attack.
- Usage: Bolster critical hit chances for high-damage spells.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental, Cloudkill.
11th Level
- Spell Access: Level 6 spells.
- Disintegrate: A high-damage, single-target spell.
- Usage: Devastating damage with the potential to disintegrate foes.
- Globe of Invulnerability: Shields occupants from all damage within a 3m radius.
- Usage: Provides a safe zone during intense combat situations.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental, Cloudkill, Disintegrate.
Level 12
- Chain Lighting: Strikes multiple enemies with electricity.
- Usage: Multi-target damage with variable outcomes.
- Heroes’ Feast: Boosts health and provides resistance against specific status effects.
- Usage: Utilitarian, offering status resistance and health bonuses.
- Ability Improvement: +2 to Intelligence.
- Usage: Bolster your primary stat to enhance spellcasting capabilities further.
- Survival Tips: Utilize spells like Mage Armour, Mirror Image, Misty Step, Globe of Invulnerability, and potions or spells of Invisibility.
- Damage Focus: Area damage through Fireball, Chromatic Orb, Ice Storm, Cloudkill; Single-target focus with Scorching Ray, Disintegrate, Eldritch Blast, or Fireball.
- Prepared Spells: Mage Armour, Magic Missile, Thunderwave, Grease, Chromatic Orb, Scorching Ray, Flaming Sphere, Fireball, Haste, Counterspell, Ice Storm, Banishment, Conjure Elemental, Cloudkill, Disintegrate, Globe of Invulnerability.
My Recommendations For The Build
I would consider Gale to be an essential character for your journey. This is why I often recommend players to go back and add Gale to their party; otherwise, their campaign would be incomplete.
Crafting the ultimate Gale build involves magic, strategy, and discovery. Whether you see Gale unleashing fiery spells or bolstering allies, he is a canvas awaiting your touch. Gale was an indispensable party member; his abilities made all the difference during my playthrough.
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