Magical Grass Growing Techniques: Tips and Tricks for a Lush Lawn

By admin

Magical charm greases are a type of magical ingredient used in various spells and rituals. These greases are created by combining specific herbs, oils, and other enchanted substances to create a potent mixture that can enhance the effectiveness of a spell or provide protection to the user. The ingredients used in creating these magical charm greases vary depending on the purpose of the spell or ritual. Some common ingredients include essential oils such as lavender, rosemary, and chamomile, which are known for their calming and protective properties. Other herbs like sage, thyme, and vervain may also be used for their purification and cleansing properties. To create a magical charm grease, the ingredients are first carefully dried and then crushed or ground into a fine powder.


General

This strategy applies to all spells that aren t concentration and last until Long Rest, like Longstrider, Darkvision, Protection Against Poison, Aid etc. If you re using Steam, you can bypass the launcher by right-clicking the game name in your library, selecting Properties General and putting --skip-launcher without quotes in Launch Options.

Thoae magjc cha gss greass

To create a magical charm grease, the ingredients are first carefully dried and then crushed or ground into a fine powder. This powder is then mixed with a carrier oil, such as olive oil or coconut oil, to create a thick paste or grease-like substance. The mixture is then imbued with magical energy through chanting, visualization, or other magical techniques.

Unofficial BG3 Tips and Tricks Megathread

After a week of cracking out on the full release, I've put together this spoiler-free list of tips that may be helpful to new players. There are a lot of things that aren't obvious or covered in tooltips. I'll try to keep the list updated if any good ones are added.

General

  • Turn off the Karmic Dice setting under Options>Gameplay. It defaults to ‘On.’ In the vast majority of cases, leaving this on will have your party take much more damage.
  • If you're using Steam, you can bypass the launcher by right-clicking the game name in your library, selecting Properties>General and putting "--skip-launcher" (without quotes) in Launch Options.
  • You can change class (and even stats) of your companions. For example, if you are playing a barbarian, you can respec Karlach to be an 18 Int Wizard if you like keeping her around. Keep whichever companions you want to explore their story or romance. Don't worry about their class, just change it. (You don't have this ability right away, but pretty soon in Act 1 you encounter an NPC who lets you respec anyone.)
  • Hold Left-Alt to highlight on-screen items. It doesn’t show everything, but otherwise it can be very easy to miss important things like a note on a shelf or a bag of coins under a desk.
  • An * after the name of a corpse/container means you haven’t looted it yet. If an item’s nameplate is red, it means it is stealing to loot it. You can read books/notes by right clicking and it doesn't count as picking it up and stealing.
  • Humans get the racial bonus of being able to use Light Armor and Shields. This is important because you'll pick up a human caster as a companion early in the game. Since staves are versatile and can be used in one hand, give him a shield and some light armor and he'll be quite hard to hit. This saves a spell slot for Mage Armor or lets you use it elsewhere.
  • Unlike D&D, casters can swap out their prepared spells any time outside of combat! (Which seems to defeat the purpose of having prepared spells, but whatever.) So swap in a buff or situational spell if you need it, then switch back to your regular preparation list.
  • On the right side of your hotbars, there are a very small + and -. You can use this to increase or decrease the number of hotbar rows displayed. Very easy to miss these.
  • Spells like Disguise Self, Speak With Animals, etc are super useful and often quite fun. Don’t neglect these just because they’re not ‘powerful.’
  • Mage Armor does stack with Unarmored Defense, such as that of a barbarian. (This may be a bug and may be patched out some day)
  • Vendors give a discount based on how much they like the character you open their dialog with. So use a high Charisma character to start the chat, then toggle to other character inventories to sell. You still get the price of the initial character.
  • Any of your characters can use a key in another character’s inventory. No need to select your key-master.
  • Some traps can be disarmed by shooting them. Useful if you don't have a rogue in the party.
  • Keep one shovel on one of your characters at all times. There are some things you’ll need to dig up.
  • Water (such as from Create Water) can be used to wash away acid on a floor, poison, etc.
  • Look for areas to Jump to. There are a ton of places where you can jump to a ledge or over a rock to reveal another path. These aren’t essential, but often lead to loot, neat story tidbits, or shortcuts.
  • You can click-and-drag some items like crates to move them around. Throw them on top of each other and they will stack. This can reveal blocked paths, let you climb onto roofs, or just give height advantage to your ranged attackers.
  • Placing crates can block sight lines too, if you're the sneaky type. (u/Demonpoet) Super useful to give you a spot you can hide in a crowded room.
  • Some spells (rituals or spells cast from items) let you re-cast for free, but not from the same button used to cast normally. Look for a new hotbar section all the way to the right. For example, there is an item early on that lets the user Speak With Dead. To use it on a new target, you have to use the designated re-cast button all the way to the right.
  • Use Shift-Space to switch to turn-based time if an NPC is moving away but you still want to talk to them. This gives you time to Dash over to them to interact with them. Or backstab them. Or pickpocket them. I don’t judge. You can also use this when you hear the dreaded dice rolls for failed Perception checks so you don’t walk into traps. Note that there is a cooldown on switching to turn-based, so you can't just toggle it repeatedly.
  • Mutli-classed wizards can learn spells from scrolls up to their total spellcasting level NOT wizard level. So a Cleric 4 / Wizard 1 can learn fireball and cast it with Int. (u/theblackthorne) This is not how it works in D&D, and can be pretty potent for some multi-class combos.
  • The Disguise self spell lets you turn into a gnome to fit into small spaces. (u/amiliar-Football340)
  • Save all your ingredients, but ESPECIALLY hyena ears. They are used to make potions of speed which is one of the best in the game. (u/XiaomiKH)
  • You can Summon Scratch the Dog as a follower. ('Find Familiar: Scratch' spell will be in your book, under Common) He helps find treasure, but is pretty low health. However, he doesn't actually die if he falls in combat. (u/BaronBlackwood)
  • Taking the Actor feat gives you Double Proficiency in Deception and Performance WITHOUT needing proficiency to begin with. So, if you plan on taking that feat, don't bother being proficient in those two skills. (u/BaronBlackwood)
  • You can have a Wizard learn the Summon Quasit spell in the Apothecary basement to have it permanently. (u/BaronBlackwood)
  • Disguise spell before speak with dead on enemies. They wont know it was you that killed them. (u/u/Ok-Host-4480)
  • Pressing tab will bring up the entire party inventory as well. I kept going to my main inventory then expanding it when it’s just 1 button press to show all party inventory. May be a minor tip but it wasn’t obvious to me initially. (u/3nd0fDayz)
  • Activating some things like levers can be done with arrows, firebolts, etc. This is helpful since mage hand (unfortunately) can't interact with things that can't be reached on foot. Also helpful for situations where someone would need to stay behind to trigger something. (u/Anemeros)
  • Under the ranged weapon in left bottom there is a button to switch to light source. Just have a candle/torch and the character will switch to it. Can be useful, especially in second act. (u/Mercurionio) Go ahead and play a race without darkvision! :)
  • If you lose your familiar (or companions) in an area where they can't follow or get bugged/stuck, walk a bit away from them and then go to camp. Even without doing a rest, you can immediately leave camp and they will be teleported to your side, with their pathfinding AI reset. (u/Alittum)

Inventory Management

  • You can click on an armor slot and it will show you all the possible items that can go in this slot… from the inventory of ANY of your characters. It’ll even show if someone else has it equipped! It's amazing! (u/olGlassCleaner)
  • Shift-Click and Ctrl-Click work to multi-select on some (not all) inventory screens. Use this to tag multiple items as junk.
  • You can drag items from an inventory onto a character portrait to have it go to that character. This works when looting chests/corpses and can really help keep things sorted.
  • If your inventory is filling up with vendor trash because vendors don’t have enough money to buy it all, try doing a few long rests and go back in a few days. Their inventories and cash-on-hand eventually refresh.
  • If your inventory is getting messy, use backpacks to organize it. You can throw all books/quest related items into one bag, arrows into another, etc. You can’t sell items from inside bags, so don’t use them for stuff you intend to sell.
  • Gems can safely be vendored, as there are no expensive spell or crafting components implemented. (Note: There are a few quest-related gems, these are usually tagged with the orange border and can’t be sold anyways. But just be wary.)
  • You can send items straight to camp from your inventory. And since you only need camping supplies at camp, you can save a TON of carry weight by sending all camp supplies directly to camp. (u/theblackthorne)
  • Have a strong character carry 1-3 crates in their inventory. You can place these down and climb on top of them to solve puzzles, block gas vents, get into new areas, gain height advantage on ranged attacks etc. (u/theblackthorne)
  • You can store corpses in the traveller’s chest, so your necromancer will always have them handy. (u/acrazyguy)

Combat

  • Wielding a weapon you are proficient with unlocks new attacks that recharge on a short rest (usually). For example: Light crossbows add Piercing Shot which causes a target to take extra damage. Glaives give three abilities, including one that lets you roll damage twice and take the higher result. All weapon types have very potent abilities! Use them!
  • Summons (like Familiars and Spiritual Weapon) are MUCH more helpful in combat than in D&D. Here they soak hits! In a big fight, throw Spiritual Weapon in the midst of your enemies. Most of them will attack it, wasting their turn. This is a much more consistent crowd control than intended cc spells, which often take concentration and don’t work on more powerful foes.
  • Push is a Bonus Action available to all characters! Even if your caster/ranged weapon user isn’t strong enough for it to work consistently, it doesn’t hurt to try if you aren't using that BA anyways. If you succeed, you’re no longer at disadvantage for being in melee or can move without provoking!
  • Use push/pull effects to knock enemies off ledges or destroy bridges under them. It can do a ton of damage or at least knock them out of position. Thunderwave is great for doing this to multiple enemies. (Note: Don’t knock bosses into the abyss, make sure they land somewhere you’ll be able to loot them.)
  • You can block enemy paths by stacking things like crates. Prepare for a battle by blocking off chokepoints or making it hard for enemies to get to your squishies.
  • The way initiative and combat rounds work with non-grouped characters is unintuitive. For example, ungroup your rogue from the party, then have the party walk up and initiate combat. Your rogue will not roll for initiative. Click on your rogue’s portrait. Everyone else will be frozen in time, but you’ll be able to run around willy-nilly. Sneak behind the frozen enemy and backstab it to join the combat order. There are all kinds of unintuitive shenanigans you can do with this.
  • Using Jump in combat can be a great use of your Bonus Action. It can give you a shorter path, bypass obstacles, give you height advantage, etc.
  • High ground gives your ranged attacks (and spells) a +2 to hit. Similarly, low ground gives you a -2. Get the high ground for an ambush.
  • Dual-wielding hand-crossbows (once they are available) lets you do a ranged attack as a Bonus Action that would otherwise go wasted. (Also, currently there is no ranged off-hand penalty, so it’ll do full damage. This may be a bug.) There is no reason not to do this on any character that doesn’t regularly use their bonus action.
  • Use the environment during combat. Break an oil barrel next to enemies then hit it with fire, or use lightning on an enemy in water. This can make some challenging combats much easier.
  • If you forgot to give a character healing potions before a battle, you can just hit tab and right click on the item to use it from anyone's inventory. (u/Flincher14)
  • Use the Dip action to coat your weapon in poison or something else nasty.
  • You can place a candle on the ground, light it, and dip your weapon in the fire. Free fire weapons! (u/Chuck-Bangus)
  • If you have a lot of spare carry weight, stock up on as many explosive barrels as you can. Don't waste them on cracked walls since most of those can be broken down by bludgeoning weapons. You can use them in combination with Firewine/Oil barrels to set up crazy battleground advantage ahead of time, or just use Karlach to throw them at groups of enemies mid-fight. (u/itsanemuuu)
  • Instead of just throwing a potion at a target, drop it on the ground and then attack it. This has the effect hit a larger area, damaging more foes or buffing more allies with a single potion. (u/theblackthorne)
  • Haste is even more powerful in BG3 than it is in 5e (where it is already very potent). Apply a potion to your party (via the above tip) to make tough fights much easier. (u/theblackthorne)
  • The beastmaster Giant Spider can spam webs, which allows you to create flaming or restraining surfaces wherever you need. (u/theblackthorne)
  • Mage hand can throw javelins, rocks, potions, etc that are on the ground. (u/amiliar-Football340)
  • Warding Bond is a Cleric Spell that gives a target resistance to everything and +1 to AC and Saves. The "downside" is that the caster takes the same damage the target receives. You can have a Hireling cast the spell then remain in camp. This strategy applies to all spells that aren't concentration and last until Long Rest, like Longstrider, Darkvision, Protection Against Poison, Aid etc. No need to have your party waste spells or slots on those spells. (u/BaronBlackwood)
  • Before ending your turn after a ranged weapon attack, switch back to your melee weapon so that you can still opportunity attack if an enemy runs past.(u/Plantar-Aspect-Sage)
  • Don’t forget to turn on the paladin auras. These turn themselves off when going unconscious. Took me ages to figure out why saves felt weak. (u/littlepwny)
  • Before a big battle, activate turn based mode and then start chugging your potions and casting spells to buff yourselves, this prevents these bonuses from ending too soon in realtime. (u/Miracle_Salad)
  • It was a game changer when I found out I could inspect mobs by hovering over them with my cursor and hitting ‘T’ on the keyboard. Saves me a few extra clicks to inspect mobs for their stats and buffs/de-buffs. (u/spinningbeans)
Inventory Management
Thoae magjc cha gss greass

Once the magical charm grease is ready, it can be applied to various objects or parts of the body to infuse them with magical properties. For example, a protection charm grease may be applied to an amulet or talisman to enhance its protective abilities. It can also be applied to the body as a form of magical armor or barrier against negative energies or intentions. Magical charm greases can also be used in love spells or rituals to attract or strengthen romantic relationships. The grease may be applied to candles, love charms, or personal items to enhance their mojo or allure. The intoxicating scent of certain oils and herbs in the grease can also serve as a powerful aphrodisiac and create a sensual atmosphere. It is important to note that magical charm greases are not a substitute for proper spellcasting skills or intentions. They are simply tools that can enhance magical practices and provide an extra boost of energy or protection. As with any magical practice, it is important to approach the use of magical charm greases with respect, caution, and a clear intention. In conclusion, magical charm greases are a versatile and powerful tool in the practice of magic. They can be used to enhance spells, rituals, and charms, and provide an extra layer of protection or attraction. However, it is important to use them responsibly and with a clear intention to ensure the desired outcome..

Reviews for "The Art of Grass Magic: Techniques for Growing Magnificent Lawns"

1. John - 1/5 stars
I was really disappointed with "Those magic change grass greass". The story was all over the place, with no clear direction or plot. The characters were underdeveloped and lacked depth, making it impossible to connect with them. The writing style was also quite poor, with numerous grammatical errors and awkward sentence structures. Overall, I found this book to be a complete waste of time and would not recommend it to anyone.
2. Sarah - 2/5 stars
I had high hopes for "Those magic change grass greass" based on the intriguing title, but it ultimately fell short of my expectations. The concept was interesting, but the execution left a lot to be desired. The pacing was slow and often dragged on, making it difficult to stay engaged. Additionally, the dialogue felt forced and unnatural, making it hard to believe in the relationships between the characters. While it had potential, I believe this book needs significant revisions to become a compelling read.
3. Alex - 2/5 stars
"Those magic change grass greass" was a confusing and hard-to-follow book. The author attempted to weave multiple storylines together, but it resulted in a convoluted mess. The world-building was also lacking, making it difficult to understand the setting and rules of the magical elements introduced. The writing itself was average, nothing particularly memorable or engaging. Overall, I found this book to be frustrating and would not recommend it to others.
4. Emily - 3/5 stars
"Those magic change grass greass" had a unique premise that initially caught my attention. However, the execution left much to be desired. The narrative lacked cohesion and the pacing was uneven, with some parts dragging on while others were rushed. The character development was also lacking, making it hard to invest in their stories and struggles. Despite these flaws, the book had moments of potential and certain elements were enjoyable. However, I would caution others to approach it with moderate expectations.
5. Michael - 2/5 stars
I was deeply disappointed by "Those magic change grass greass". The plot was confusing and lacked any real substance. The characters felt flat and one-dimensional, making it hard to care about their fates. The writing style was overly flowery and self-indulgent, with long-winded descriptions that did little to advance the story. Overall, this book failed to captivate my interest and fell far short of the compelling read it promised to be.

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