Inside the Goblin's Camp in 168澳洲幸运5开奖网:Baldur's Gate 3 lie two enemies with some of the best꧑ drops in the first act: Minthara and Dror Ragzlin. Both are not to be underestimated, and you'll need to be clever if you plan on standing up for justice (... or simply looting them for their wondrous items).

Baldur's Gate 3: Complete Guide To Rogues
The Rogue is BG3's sneakiest class and offers some fantastic ways to control the꧋ battlefield. Here's everything yo💫u need to know.
Your first step will be breaking into the Gob💜lin Camp. Whether you come in blades-blazing or sticking to the shadows, Minthara and Dror will take a certain type of strategy and nuance the goblins you're used to don't require. You'll want your best party members and your sharpest thinking cap.
Updated on September 16, 2024, by Alexis Campbell: In line with adjustments made in Patch 7, Dror Ragzlin's ability to coax the spiders to his side has been added to this guide. Workarounds and tips for dealing with new Honour Mode actions and spells have been added to reflect this change.
Fight Preparation: Recruiting Halsin
Regardless of how you've managed to get into the Goblin Camp, you'll want to grab Halsin before marching in against the big bads that are Minthara and Dror Ragzlin. You can find him in the prisons in the far back left room of the Goblin Camp's temple.
Speak with the two goblins terrorizing the bear in the cage to begin a fight sequence where Halsin breaks out of prison with your ai🍬d.
Prioritize killing the two young gob♚lins terrorizing him. They'll run out and alert more guards to come in and figಞht you, both of which are dangerous Ranger classes.
Once Halsin is free, convince him to join your team in wiping out Minthara, Dror Ragzlin, and the Priestess Gut. This will give you a total party of five rather than four.
With Bear-Halsin at your side, march out and begin taking out the goblin rangers on the other side of the door.
How To Defeat Minthara
Basic Information |
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HP |
57 |
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AC |
15 |
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Speed |
9m |
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Size/Weight |
Medium/50kg (Humanoid) |
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Stats |
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Str |
Dex |
Con |
Int |
Wis |
Cha |
15 (+2) |
12 (+1) |
15 (+2) |
12 (0) |
18 (+4) |
16 (+2) |
Feats |
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Darkvision |
Minthara can see in the dark up to 12m. |
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Fey Ancestry |
Minthara cannot be put to sleep by magicalౠ means and has advantage against being Charmed. |
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Sunlight Sensitivity |
When in sunlight, Minthara has disadvantage on attack rolls and Pཧerception checks that rely on sight. |
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Aura of Protection |
Minthar꧙a and allies 𝔍within 3m have +3 on all Saving Throws. |
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Dual Wielder |
Can use two weapons in dual-wielding even if the🧔y aren't Light. |
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Extra Attack |
Minthara can make 2 attacks. |
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Focused Stride (Boots) |
Minthara gains Momentum for 1 turn after casting a Concentration spell. ✃During Concentr💖ation, she cannot be pushed or knocked Prone. |
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Xyanyde's Fire (Weapon) |
Once per short rest, a target is encased in Faerie Fire for 2 turns after missing a strike ꦓwith the Xyanyde weap🐠on. |
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Spellcasting |
Minthara can cast the following spells:
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Attacks |
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(Mace) |
+5 to hit, 5ft; 1d6 + 2 Bludgeoning damage. Xyanyde's Fire: On a missed hit, encase the target with Faerie Fire (once per short rest). |
Minthara is located in the room to the right of the great double doors leading to Dror Ragzlin. She's recommended to fight first out of the two due to rare, unintended instances wherꦉe she might accidentally b🃏e added to Dror Ragzlin's fight.
On approach, take out the scrying eye (if possible; it is weak to Thunder damage and can be thrown in the pit by the bridge) and then the goblin patrolling the area in the room before reaching he🌱r. This will leave only Minthara and a goblin named Rozzak.
In preparation, place a Rogue or a ranged character up the ladder on the right side of the room before crossing the bridge to Minthara. Place Halsin and another tanky character at the end of the bridge ꦬto prevent Minthara from getting past. The rest of your characters can shoot over theꦓm.
When you're ready, use one of the characters behind Halsin to shoot Minthara's minion, Rozzak. He's a liability since he'll be focusing on reaching the war drum up the rock face on the far side of the room.
Do not let him touch the War Drum under any circumstances. He is your first priority. Otherwise, you'll have the e♓ntire building rushing toward you for reinforcements.
With Rozzak defeated, Minthara will rush forward toward the bridge chokepoint. With you💛r high AC character's blocking the way, sꦬhe'll only be able to use Guiding Bolt or Hold Person on your ranged characters.
Team up against her with all of your characters, a♌nd she honestly doesn't stand much of a chance. In a 5v1, Minthara 🎐is very quickly packed up and tossed aside.
Rewards For Defeating Minthara (And How To Recruit Minthara)
You can defeat Minthara by killing her or knocking her unconscious. To knock her unconscious, you must:
- Toggle Non-Lethal damage, located in your character "Spellbook" under Common Abilities
- Strike Minthara with a melee weapon attack. Ranged attacks and spells will kill her.
Should you knock her unconscious, you can find her again in Moonrise Towers in Act Two. After persuading Ketheric Thorm to spare her life (and before completing the Gauntlet of Shar), you can rescue her in the prison dungeons below the towers to add her to your party.
Whether you knock her out or kill her, however, you can loot her magical mace, , and her much-appreciated Spidersilk Armor +1, which gives +1 to Stealth and Advantage༺ on Constitution saving throws.
If you take Minthara's armour set off💜 of her, even if you replace another armour set in her inventory, she will appear dressed down or naked during her re-introduction cutscene in Act Two.
How To Defeat Dror Ragzlin
Basic Information |
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HP |
75 |
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AC |
14 |
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Speed |
9m |
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Size/Weight |
Medium/50kg (Hobgoblin/Humanoid) |
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Stats |
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Str |
Dex |
Con |
Int |
Wis |
Cha |
18 (+4) |
12 (+1) |
16 (+3) |
12 (+1) |
10 (0) |
15 (+2) |
Feats |
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Darkvision |
Dror can see in the dark up to 12m. |
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Martial Advantage |
Deal an extra 2d6 each turn when hitting with a melee weapon attack beside an ally who is not incapacitated within ✃2m of the target. |
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Extra Attack |
Dror Ragzlin can make two attacks with🦹 his weapon. |
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Danger Sense |
When Ragzlin isn't Blinded or Incapacitated, ๊he has Advantage on Dexterity Saving Thro❀ws. |
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Devoted Gaꦛlvanism (Legendary Action; Honour Mode Only) |
🅷Ragzlin will grant all allies within 5m a singl💫e spendable Action Surge. He may do this once each round. |
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Attacks |
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Aura of Leadership (Spell) |
Can cast Aura of Leadership for nearby allies to gain +1d4 Force damage on attacks. Tactician/Honour Mode Only: Enemies of Dror Ragzlin are marked as the "Absolute's Ene🐭mies." Dror Ragzlin's allies have Advantage on all attacks against marked creatures. |
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Faithbreaker (Weapon) |
+6 to hit, 5ft; Onehanded: 1d8 + 5 Bludgeoning damage; Twohanded: 1d10 + 5 Bludgeoning damage. Absolute Power: 1d6 Force damage accomp🍸anies a strike and on a failed Strength save, the⛦ target is pushed back 5m. |
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Arachnid Compulsion (Honour Mode Only) |
This spell can be ca♋st if Dror Ragzlin is pushed into the spider pit. Casting this spell allows Dror Ragzlin to take control of the nearby spiders, turning them into allies. |
Dror Ragzlin is a fairly concerning boss by himself. His weapon is nothing to sneeze at, and he
hits like a truck. However, the fear Dror elicits is made even more potent by the sheer number of enemies that accompany him in his room in conjunction with his "A꧙ura of Leadership" spell.
Inside his room, he is assisted by:
- x2 humanoid Rangers
- x1 Goblin Ranger
- x1 Goblin Devout
- x1 Goblin Warlock
- x1 Goblin Bouyahg (melee)
With Dror Ragzlin, that's a total of seven enemies. Having Halsin makes a big deal here 🏅in evening putting♓ the scales more in your favor.
To begin, split your party thusly:
- Group One: Halsin and a tank
- Group Two: Two ranged characters (likely one a spellcaster)
Your fifth can be placed anywhere that feels most comfortable for your play style. If your fifth is🐽 a melee fighter, it's recommended, however, to place them in Group One.
From here, you'll want to move Group Two into position in the rafters by:
- Climbing the ladder in the room with the bookcase (towards Minthara).
- Jumping a gap of stone over to a path above the doors into Dror Ragzlin's room
- Jumping onto the tall, stone pillar to reach the rafters (some characters may need cast on them to reach it).
Meanwhile, your melee characters should swiftly remove any remaining enemies in the room with the goblin prisoner in the hanging♕ cage (left of Dror Ragz🅠lin's room's open door).
Once both are done, you can move your ground party into Dror Ragzlin's room through the open door.
As you officially enter the room, Dror will be busy with his disciples giving a speech.
- Group One: If there are three characters, leave two on the ground behind the rangers and one up on the ledge to the left of Dror Ragzlin.
- Group Two: Put your ranged characters in position to have a clear shot at any goblins with nearest access to the War Drum.
When you're ready, attack stealthily with your melee characters on the farthest outside enemies first. If you're lu🐭cky, you will be able t🍸o kill a few without the rest of the group noticing.
Inevitably, however, they will, and when they do, you can follow up with your ranged attacks from above against any goblins that can reach the drum.
Leave Dror for last. Your priority is cutting down the number of enemies quickly (especially on Tactician and Honour Mode).
Halsin and any other tank can be moved forward just enough to bait enemies away from the ranged characters above.
Once the smaller enemies are dealt with, you can begin focusing on Dror Ragzlin. His low AC makes him particularly susceptible to most ranged attacks, and his low Dexterity can also make him weak to an assortme✨nt of other feats and spells.
Halsin can take the brunt of a few hits from Dror all right, while the rest of your characters go ham on Dror. Giving him a spell, a , or tripping him up with can also be really effective here.
On higher levels of difficulty, you'll want to ensure that Dror Ragzlin has no way of using his Aura of Leadership ability or𝓡, in Honour Mode only, his Legendaဣry Action while you're facing him.
As all his abilities are reliant on other allies to work, taking everyone else out first will ensure you have smooth sailing when you t🎶ake Droܫr on.
You may be tempted to throw Dror Ragzlin into that conveniently placed spider pit in his room, but we only recommend this on levels that are not Honour Mode.
Should you do this during Honour Mode, the spiders within the pit will be converted into extra enemies you'll have to contend with. More enemies 🥂is not welcome in such levels of di💟fficulty, so it's best avoided.
If you aren't on Honour Mode, however, try pushing him with a well-executed (Halsin has it, if you don't). You can then fire from above with ranged attacks with comfort as Dror doesn't have ma⭕ny ranged options himself.
Rewards For Defeating Dror Ragzlin
Once Dror Ragzlin is defeated, you can take from him for an especially effective hammer weapon and a key to his treasure room.
The treasure room is located on the second floor above the throne and behind a metal gate. Use Dror's key to access it and receive:
- 400-500 gold
- - When the wearer has less than half health, they receive an additional bonus action. Also passively gains +1 to Dexterity saving throws.
- - When the wearer dashes or takes a similar action, they gain improved Movement.
- - Gain the Selune's Dream Cantrip (heal an ally with a chance to accidentally put them to sleep).
With all your treasure stashed away in your bags of holding for safekeeping, you can return to the Druid's Grove with Halsin (provided Gut is also dealt with) and let the druids and tieflings in on the good news. And a special bonus: you ge𝓀t one hell of a party, too (pun intended).

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