Honour Mode Guide#
Honour Mode Overview#
Honour Mode is BG3’s ultimate difficulty challenge — it adds a single save and Boss Legendary Actions on top of Tactician. A total party wipe permanently deletes your save. This is the ultimate test for experienced CRPG players.
Core Rule Changes in Honour Mode#
| Change |
Details |
Impact |
| Single save |
Only one automatic save exists — you cannot create extra manual saves |
Every decision is irreversible |
| Legendary Actions |
Bosses gain an extra action every round — interrupting your combos |
You must learn each boss’s action pattern in advance |
| Increased enemy stats |
Enemy HP +50%, attack bonus +3, extra abilities |
Higher damage and longer fights |
| Death deletes the save |
Total party kill = save destroyed — back to the main menu |
Fallen characters cannot be revived — insurance strategies are vital |
| Enhanced enemy AI |
Enemies focus-fire casters, exploit the environment and use tactics |
You cannot rely on simply out-stating them |
| No restarting |
You cannot replay a previous fight — every outcome is final |
You have to accept failure and adapt |
Honour Mode vs. Tactician Difficulty#
| Feature |
Tactician |
Honour Mode |
| Enemy HP |
+30% |
+50% |
| Enemy attack bonus |
+2 |
+3 |
| Legendary Actions |
None |
Every boss |
| Save system |
Multiple saves |
Single save |
| Enemy AI |
Moderately enhanced |
Significantly enhanced |
| Tactical options |
Flexible |
Must be flawless |
| Consequence of failure |
Restart the fight |
Save deleted |
Recommended Honour Mode Builds#
| Build name |
Class setup |
Core strengths |
Why it suits Honour Mode |
| Hexblade Warlock |
Pal 2 / Warlock 5 / Fighter 5 |
Triple attack + Divine Smite + full Charisma scaling |
Steady high burst — several chances every round |
| Gloom Stalker Assassin |
Ranger 5 / Rogue 4 / Fighter 3 |
First-strike Sneak Attack kills — denying enemies their turns |
Going first cuts the number of rounds — lowering risk |
| Life Cleric |
Cleric 12 |
Reliable healing + Death Ward |
Prevents companion deaths — sustains the whole party |
| Open Hand Monk |
Monk 9 / Rogue 3 |
High mobility + Stunning Strike control |
Controls enemy actions — removing sources of damage |
Recommended Four-Person Party#
| Slot |
Class |
|
|
| Main damage |
Pal 2 / Warlock 5 / Fighter 5 Hexblade Warlock |
Divine Smite, Command, Eldritch Blast |
Steady high burst + plenty of dialogue options |
| Secondary damage |
Ranger 5 / Rogue 4 / Fighter 3 Gloom Stalker Assassin |
Sneak Attack, Assassinate, Action Surge |
First-strike kills on key enemies |
| Healer / support |
Cleric 12 Life Cleric |
Bless, Cure Wounds, Death Ward |
The party’s lifeline — Death Ward saves lives |
| Control / spells |
Wizard 10 / Warlock 2 Divination Wizard |
Haste, Counterspell, Fireball |
Controls the battlefield — Hastes the whole party |
Full List of Honour Mode Boss Legendary Actions#
Act 1 Bosses#
| Boss |
Legendary Action |
Trigger |
Counter |
| The Hag |
Summons illusory duplicates each round — the duplicates can cast spells |
Every round |
AOE clears the duplicates — hit the real one with single target |
| Grym |
Enters a frenzy after being struck by the forge hammer — attack doubled |
After being hit by the hammer |
Pace your damage — do not give it a chance to strike back |
| The Inquisitor |
Summons githyanki spirit soldiers — Fears the whole party |
Two rounds after combat begins |
Spread out early — never let everyone get controlled |
Act 2 Bosses#
| Boss |
Legendary Action |
Trigger |
Counter |
| Ketheric Thomm |
Regenerates 30+ HP every round — summons an undead horde |
Every round |
Focus fire to burst him down — deny him the regen |
| Isobel (if hostile) |
Unleashes group shadow damage every round — hurting the whole party |
Every round |
Kill her fast — do not drag it out |
Act 3 Bosses#
| Boss |
Legendary Action |
Trigger |
Counter |
| Raphael |
Summons a pair of cambions every round — Charming companions |
Every round |
Protection from Good and Evil / dispel — destroy the pillars fast |
| Orin |
Immune to one damage type after shapeshifting — switches every round |
Switches every round |
Run different damage types across the party — cover all of them |
| Gortash |
Steel Watchers throw bombs — fire damage in an area |
Every round |
Kill the Steel Watchers first — remove the damage source |
| The Netherbrain |
Empowers mind flayers — psychic damage to the whole party |
Every 3 rounds |
Push forward fast — do not linger inside the brain |
Core Legendary Action Mechanics#
| Mechanic |
Description |
Practical notes |
| Trigger frequency |
Most bosses trigger once every round |
Someone has to keep dealing with it |
| Trigger timing |
Usually at the end of the boss’s turn or after a companion acts |
Turn order decides when you can defuse it |
| Immunity rules |
Some Legendary Actions ignore stealth and immunities |
You cannot tank them the usual way |
| Legendary Resistance |
The boss can force a failed save once |
Control spells need multiple attempts |
| Cannot be interrupted |
Legendary Actions cannot be counterspelled or interrupted |
Only killing the boss removes them |
Boss-Specific Preparations#
| Boss |
Special preparation |
Key items |
| The Hag |
Fire resistance potion |
Fire resistance potion |
| The Inquisitor |
Protection from Good and Evil |
Dispel scrolls |
| Ketheric |
Anti-healing tools and burst potions |
Strength potions |
| Raphael |
Priority order for destroying the pillars |
Fire resistance potions, teleport scrolls |
| Orin |
Coverage across multiple damage types |
Elemental damage weapons |
| The Netherbrain |
Psychic resistance and fast pushes |
Teleport scrolls |
Honour Mode Survival Strategies#
Pre-Battle Checklist#
| Item |
Description |
Priority |
| Invisibility potion for everyone |
One each — for escaping a wipe |
★★★★★ |
| Death Ward |
Mandatory for the Cleric / Paladin — prevents instant death |
★★★★★ |
| Haste scrolls |
Everyone carries one — usable even if the Wizard is down |
★★★★☆ |
| Fire resistance potions |
Against fire-based bosses like Raphael |
★★★★☆ |
| Revivify scrolls |
Everyone carries one — revive companions even if the Cleric is down |
★★★★★ |
| Portal scrolls |
Emergency escape — teleports the whole party at once |
★★★★☆ |
| Water bottles x10 |
The Wet condition doubles lightning damage — the cheapest burst there is |
★★★☆☆ |
Camp Management Tips#
| Tip |
Description |
| Long Rest frequency |
Long Rest after exploring each new area — keep spell slots full — do not hoard supplies |
| Using Short Rests |
Rest briefly between fights — save Long Rests for before major bosses |
| Gear check |
Review everyone’s gear before every Long Rest — make sure nothing is outdated |
| Insurance strategy |
One invisibility potion and one revivify scroll per person — this is your life |
| Information gathering |
Save and observe each new enemy type first — learn their attack patterns |
Early-Game Honour Mode Levelling Route#
| Target level |
Recommended area |
Strategy |
Risk assessment |
| 1 to 3 |
Beach to Druid Grove |
Pick up gear — dialogue XP — avoid combat |
Low risk |
| 3 to 4 |
Blighted Village |
Stealth-assassinate isolated enemies — break them off one by one |
Medium risk |
| 4 to 5 |
Goblin camp |
Combat power jumps sharply at level 4 — but caution is still required |
Medium-high risk |
| 5 to 6 |
The Underdark |
Level 5 brings Extra Attack / 3rd-level spells — a power spike |
Medium risk |
| 6 to 7 |
Monastery / Creche |
Grab legendary weapons — a major jump in fighting power |
Medium risk |
Honour Mode-Specific Techniques#
Mindset Management#
| Situation |
Advice |
| Fight lost |
Do not restart right away — analyse why you lost — was it a build problem or a tactics problem |
| Companion killed |
Stay calm — revive with a scroll or spells — if everyone is down, run |
| Key choice mistakes |
Accept the consequences — rolling with surprises is part of the fun of Baldur’s Gate 3 |
| Boss stalemate |
If you fail a boss three times in a row — consider skipping it — not every boss is mandatory |
In Honour Mode — knowing every boss’s mechanics in advance matters more than any build. Clear the whole game on Tactician first so you know all their attack patterns and Legendary Actions.
Invisibility Escape Strategy#
If a party wipe is coming — have everyone chug an invisibility potion — flee scattered once you are out of combat — and revive companions somewhere safe. This strategy can save your save file at the most desperate moment. Key point: an invisibility potion costs only a Bonus Action — it does not use your Action.
Honour Mode Clear Rewards#
| Reward |
Description |
How to obtain |
| Golden Dice |
A golden dice skin usable across your whole account |
Clear Honour Mode |
| Achievement unlock |
The “Honour Mode” achievement |
Clear Honour Mode |
| Tactician achievement |
Also unlocks the Tactician achievement (if not earned before) |
Unlocks automatically |
Honour Mode FAQ#
| Question |
Answer |
| Can I pause in Honour Mode? |
Yes — turn-based combat is itself a pause — but you cannot keep extra saves |
| Can dead companions revive? |
Yes — with revivify scrolls or spells — but a total party kill ends the run |
| Can I skip some bosses? |
Yes — many bosses are optional — though the main story bosses are mandatory |
| Does Honour Mode have unique content? |
Yes — boss Legendary Actions are an exclusive mechanic — and the Golden Dice are an exclusive reward |
| What class is best for clearing it? |
Hexblade Warlock (steady burst) + Life Cleric (healing insurance) |
| Can I continue in normal mode after failing? |
Yes — after a wipe the save converts to Tactician difficulty and continues — but with no Honour Mode rewards |
| How long does Honour Mode take? |
20-40 hours — depending on experience and build efficiency |
| Can you play Honour Mode multiplayer? |
Yes — 4-player co-op — but there is only one save — and it demands extremely tight team coordination |
Planning an Honour Mode Playthrough#
| Stage |
Goal |
Strategy |
Estimated time |
| Act 1 |
Reach level 7 + grab legendary weapons |
Maximise XP — explore everything — avoid unnecessary fights |
10-15 hours |
| Act 2 |
Beat Ketheric + finish the Nightsong |
Control chains + focus fire — Legendary Actions must be researched in advance |
8-12 hours |
| Act 3 |
Beat Gortash + Orin + the final battle |
|
|
Honour Mode Death Response Guide#
| Situation |
Response |
Consequence |
| One character down |
Pull them up with a revivify scroll — keep fighting |
Low risk |
| Two characters down |
The remaining two retreat — drink invisibility potions — revive after disengaging |
Medium risk |
| Three characters down |
Only one left — drink an invisibility potion and flee — revive everyone after disengaging |
High risk |
| Total party wipe |
The save converts to Tactician difficulty — Honour Mode is over |
Failure |
Recommended Route Through Each Act#
| Act |
Recommended route |
Areas to avoid |
Reason |
| Act 1 |
Beach to Grove to Goblin camp to Underdark to Creche |
|
|
| Act 2 |
Inn to Shadow-Cursed Lands to Moonrise Towers recon to Shar’s Gauntlet to final battle |
Avoid the deep Shadow-Cursed areas (no moonlantern) |
Shadow damage is lethal — no light equals death |
| Act 3 |
Rivington to Lower City to Iron Throne to Gortash to Orin to final battle |
|
|
Planning Honour Mode New Game Plus and Multi-Run Techniques#
After finishing Honour Mode once you will have the Golden Dice and the exclusive achievement, but many players immediately start a new challenge. Here are the core ideas for planning a second run:
New Game Plus Goal Setting#
| Goal |
Description |
Suggestion |
| Try a new build |
Swap in a completely different class setup |
See the class build details below |
| Attempt a speedrun |
Clear it with the fewest Long Rests and the shortest route |
Fight only the main story bosses and skip every optional fight |
| Finish all achievements |
Fill in the ones you missed on the first run |
List the achievements in advance and check them off one by one |
| Two-player Honour Mode |
Share the challenge with a friend in co-op |
Demands very high communication and tactical coordination |
What Carries Over on a Second Run#
| Content |
Carries over? |
Description |
| Golden Dice |
Yes |
An account-wide appearance unlock |
| Clear achievements |
Yes |
Unlocked achievements never reset |
| Character level |
No |
Every save grows independently |
| Gear and inventory |
No |
A second run starts from scratch |
Efficient Multi-Run Route#
| Act |
Recommendation for the second run |
Description |
| Act 1 |
Head straight for Blighted Village and the goblin camp |
Combat is far more efficient once you know the enemies |
| Act 2 |
Do only Moonrise Towers and Shar’s Gauntlet |
Skipping side quests saves several hours |
| Act 3 |
Chain all four main battles back to back |
Raphael and Orin are both skippable by choice |
Special Second-Run Challenge Ideas#
| Challenge |
Idea |
Reward |
| No Long Rest clear |
Rely on Short Rests and supplies to stay functional |
Proof of your survival technique |
| Single-class challenge |
The whole party uses one class |
A severe test of resource management |
| Low-level speedrun |
Finish the main story at a low level |
Use terrain and items to make up the stat gap |
Classic Honour Mode Disaster Points#
Act 1 Disaster Points#
| Location |
Why it goes wrong |
How to avoid it |
| Goblin camp |
Waking the whole camp gets you swarmed |
Stealth-assassinate the three leaders one at a time |
| The Hag’s swamp |
The duplicate spell deals too much damage |
Drink a fire resistance potion before the fight |
| The Underdark |
Ambush terrain from Bulette and Spectators |
Keep the area lit and clear enemies outside your line of sight first |
| The Creche |
Fear chains from the Inquisitor wipe the party |
Put Protection from Good and Evil and Bless on everyone |
Act 2 Disaster Points#
| Location |
Why it goes wrong |
How to avoid it |
| Shadow-Cursed Lands |
Shadow damage constantly drains health |
Wear a moonlantern or shadow amulet throughout |
| Moonrise Towers |
Ketheric regenerates too fast |
Use anti-healing tools and burst him down together |
| Shar’s Gauntlet |
Traps and illusions in the maze |
Save at every step and push carefully |
Act 3 Disaster Points#
| Location |
Why it goes wrong |
How to avoid it |
| Raphael’s mansion |
Mishandling the pillar mechanic |
Destroy the pillars first thing on round one |
| Orin’s arena |
Her shapeshifting switches damage immunity |
Cover multiple damage types across the party |
| Iron Throne |
Failing the rescue within the turn limit |
Assign fast characters and teleport scrolls in advance |
| Final Netherbrain battle |
Stacked psychic damage spiralling out of control |
Push fast and do not drag it out |
A Roundup of Classic Party Wipe Moments#
| Scene |
What happens |
Lesson |
| Dialogue turns into combat |
Talks break down, combat starts and they get the first move |
Set up positions and buffs before you talk |
| Trap detonation |
Tripping an explosive trap leaves everyone critical |
Scout and disarm with a high-Perception character |
| Environmental kills |
Shoved into an abyss or crushed by falling rocks |
Stay away from cliff edges and catapults |
Honour Mode Class Build Details#
Damage Class Details#
| Class |
Core gear |
Key tempo |
Notes |
| Hexblade Warlock |
Greatsword and Charisma-boosting gear |
Divine Smite with multiattack |
Save Command as a control tool |
| Gloom Stalker Assassin |
Initiative gear and crit gear |
Unload your burst on round one |
Retreat immediately if you lose the initiative |
| Open Hand Monk |
Unarmed damage and Stunning Strike gear |
Stunning Strike control on key enemies |
Allocate Bonus Actions sensibly |
Support Class Details#
| Class |
Core job |
Key spells |
Notes |
| Life Cleric |
Healing and Death Ward |
Cure Wounds, Death Ward |
Time Death Ward casts carefully |
| Divination Wizard |
Haste and Counterspell |
Haste, Counterspell |
Keep spell slots for the critical rounds |
| Beast Master Ranger |
Pet takes aggro |
Summon Beast |
The pet can be resummoned after dying |
Party Composition Taboos#
| Combination |
Problem |
Alternative |
| All squishy damage dealers |
No sustain after one burst |
Keep at least one healer |
| All casters |
Completely countered by magical shields |
Keep one physical damage dealer |
| Stacking two melee characters |
Crowded positioning eats AOE damage |
Spread out and mix in ranged |
Honour Mode Survival Technique Collection#
Map Exploitation Techniques#
| Technique |
How it works |
Benefit |
| High ground |
Take the high point for a ranged bonus |
Hit chance and crit rate both go up |
| Narrow corridors |
Bottle enemies in a chokepoint and kill them one by one |
Avoid getting surrounded |
| Terrain demolition |
Detonate explosive barrels to clear groups of enemies |
Saves a huge amount of spell resources |
| Shutting doors |
Close doors to split the battlefield |
Stops enemy reinforcements from entering |
Resource Cycling Techniques#
| Technique |
Description |
Benefit |
| Stealing supplies with a rogue |
Restock supplies from merchants |
Keeps potion and scroll stocks high |
| Breaking down gear for coin |
Sell spare equipment for supplies |
Converts resources into fighting power |
| Cooking ingredients |
Gather ingredients and cook advanced meals |
Long Rests provide powerful buffs |
| Hoarding scrolls |
Save combat scrolls for boss fights |
Rely on spell slots day to day and ration scrolls |
Mindset and Pacing Advice#
| Advice |
Description |
| Control your pace |
Take a breath before every fight, confirm positions and buffs before acting |
| Accept surprises |
Failure is part of the experience — analysing beats restarting |
| Rest sensibly |
Attention drops during long sessions — do not brute-force bosses when you are tired |
| Take notes |
Record why each boss wiped you, building experience for later runs |