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Baldur’s Gate 3 Early Access Companions Guide: Wyll

In this Baldur’s Gate 3 Companions Guide we’re going to take a look at Wyll in BG3 Early Access, and which SpellsFeats, and Equipment to use, and how to improve your reputation with him. We’ll also discuss which are good Companions to take with him, and what your party might look like depending on which Companions you know for sure you want to use.

Baldur’s Gate 3 Early Access Companions Guide: Wyll

There are five Companions you can acquire in Baldur’s Gate 3 Early Access, and you can bring three of them along with you at a time. You can travel back to your Camp at any time and swap them out to your liking, and it’s worth noting that Companions in your Camp gain experience the same as those in your party. Let’s take a look at Wyll. He may be the last Companion you will acquire.

  • Race: Human
  • Class: Warlock
  • Subclass: The Fiend
  • Abilities: STR 9, DEX 13, CON 15, INT 14, WIS 11, CHA 16

Wyll Abilities & Skills

Wyll has decent Ability Scores, having high Constitution and Charisma, which are arguably the two most important Abilities for him. However, he does have a lot of odd numbers meaning, he is missing out on some Ability Modifiers that he could have if his Points were distributed a bit better. For instance, he could have 10 STR and 10 WIS and he’d still have the same Ability Modifier for WIS, but would not have a -1 penalty to Strength Saves and Checks. You can make a better optimized Warlock for your main character, but let’s focus on what you can do to help Wyll.

Wyll Constitution Charisma

At Level 4 you can take the Ability Improvements Feat to give Wyll +1 Dexterity and +1 Constitution for +1 AC and more HP, and +1 to Constitution Saves. Or you can add +2 Charisma to make his Eldritch Blast more likely to hit, as well as do an additional damage. Or you take the Moderately Armoured Feat to grant him +1 Dexterity and allow him to wear Medium Armour and use a Shield. Since Wyll does not need to use a Weapon at all, the Shield will give him an additional +2 AC and he won’t lose out on damage in the slightest. This can give Wyll a total of 19 AC, while still maintaining some of the highest damage per turn in Early Access.

Wyll is Proficient in Arcana, History, Intimidation and Persuasion, and he has excellent Ability Modifiers with all 4 of these, making him a good candidate to take around with you when exploring or speaking to people. Wyll should be talking to nearly everyone for you when possible, unless you yourself are a Warlock or you have higher Charisma, which is unlikely.

The Fiend Warlock Actions & Spells

The Fiend Warlocks gain a feature called the Dark One’s Blessing, that rewards them with extra HP (sort of like a health bubble) whenever they kill an enemy. The amount they gain is equal to their Charisma Modifier + their Level. This means with 16 Charisma at level 4, Wyll would gain extra HP of 7 for every kill he makes. Note that he cannot gain more than 7 extra HP at once (at level 4), and if you kill an enemy while you have any extra HP, you will simply replace it with 7 instead of adding 7 to it.

Eldritch Blast

The Eldritch Blast Cantrip is going to be Wyll’s primary means of damage and it be cast from up to 18m away. Cantrips can be cast every round without using Spell Slots, so you can use this as much as you want, and you likely will. It counts as a Ranged Attack, so this targets the Armour Class of the enemy you are attempting to hit. Eldritch Blast uses your Charisma Modifier for its Attack Roll, but not Damage Roll, and it can be made more effective via Eldritch Invocations, which I’ll cover in the next section.

Eldritch Blast

Eldritch Invocations

At Level 2 Wyll will get to choose 2 Eldritch Invocations from a list of 9. There are a couple ways you can go about selecting them, but I think the most obvious choice, and one I would recommend taking no matter what is Agonizing Blast. This will increase the damage he deals with Eldritch Blast by his Charisma Modifier, which will be +3. Since he will use this Cantrip just about every round, that’s a significant increase to damage (about 30%).

Agonizing Blast

There are two others I suggest taking, but you can only take one so you’ll have to choose which. First is Devil’s Sight, which will allow Wyll to see in the dark up to 18m, which happens to be the exact range of his Eldritch Blast. Wyll is a Human, so he has no Darkvision, and his accuracy will suffer in places if he does not have this.

The other is Repelling Blast which knocks enemies backward when they are hit by Eldritch Blast. This can help knock enemies to their death, because elevation plays a huge role in combat in BG3. However, there are downsides to it, like knocking an enemy backward that might have been Threatened by a party member. Rogues gain Sneak Attack damage against opponents Threatened by another character, so you might prevent that extra damage. Or you might knock an enemy off the map, and lose out on its loot. The choice is yours here, but I highly recommend you take one of these two.

Summon Familiar

At Level 3 Wyll unlocks the Pact of the Chain feature, which is only available to Warlocks. This gives you access to summoning additional Familiars or fey spirits. These can be in the form of an Imp or a Quasit on top of the usual selection of animals such as a spider, raven or rat.

Pact of the Chain

I recommend choosing the Imp since it deals good damage due to Sting. This Spell deals 1d4 Piercing damage with a chance to inflict an additional 1d6 Poison damage. Not only does it have good HP, it is also immune to Poison. And, since the Imp is a flying familiar, you can cast Invisibility on it and have it scour potentially hostile areas like the Goblin Camp effectively.

Should you wish to summon another creature, you can do so by recasting the Find Familiar Spell without spending any of your resources. Just be mindful that this can only be done when you’re outside of combat.

Hex

At Level 2 you want to pick up the Hex Spell because it allows you to deal 1-6 extra Necrotic Damage to any target you hit with an Attack. Eldritch Invocation is considered a Ranged Attack, so these two combo together nicely.

Hex only remains on the target as long as you maintain Concentration, which means you need to avoid taking damage if possible while its on the target, in order to avoid wasting your Spell Slot. This is also where having high Constitution comes in handy, in case you do get hit, because if you pass a CON Save then you’ll still maintain the Hex anyway.

Hex

Maintaining Concentration on your Hex is particularly important because if the target dies while it has Hex on it, by your blast or via some other means, you will gain a Bonus Action Hex that allows you to cast Hex again without using up a Spell Slot. The strategy, if everything goes according to plan, is to cast it on every single target you plan to attack with your Bonus Action and then use Eldritch Blast with your Action. Hopefully, you’ll kill it and repeat this over and over without ever having to use up additional Spell Slots to recast it.

The Fiend Warlock Spells

Warlocks do not gain many Spells the way Wizards and Clerics do, so picking good ones is very important. One of these Spells should be Hex, so you’ll get to choose 3 other Spells. Of these I recommend the following:

Misty StepMisty Step allows you to use a Bonus Action to teleport somewhere you can see. This is an amazing way to get up high on your first turn, providing you Advantage with Eldritch Blast on nearly all of your attacks (remember, it counts as a Ranged Attack so it gains Advantage from elevation).

Scorching RayScorching Ray is one of the most powerful spells in Early Access, no matter what Class you play, it will deal a total of 6d6 damage and can be spread around to multiple targets from up to 18m. It’s also considered a Ranged Attack, so will gain Advantage from elevation, which is where Wyll should be anyway.

ShatterShatter is a fantastic AoE Spell, and there are few of them in Early Access. If you need AoE then this is a great Spell to take, but keep in mind it doesn’t gain Advantage from elevation.

There are other good Spells to take, but many are only useful in very specific situations in Early Access, where these three will be useful quite often. Note that you will have to replace some existing Spells to gain all of these.

Wyll Equipment

Until Wyll reaches Level 4 and takes the Moderately Armoured Feat (assuming you do so), he’ll be using Light Armour. He should use the Leather Armour +1 if he can, which can be purchased in the Druid Grove. Once he takes Moderately Armoured, he should use Medium Armour and a Shield specifically the Scale Mail Armour +1, which can be obtained in the Druid Grove, or the Githyanki Half Plate.

Scale Mail Armour +1

As far as weapons go it’s not really important what he uses, as long as it allows him to use a Shield in the offhand. I like to use Worgfang early on to give Goblins Disadvantage when attacking him, but once you finish the Goblin Camp area it’s not really useful any more.

For Accessories, Amulet of Misty Step is not a bad choice since it’ll give you an extra Misty Step cast once per Short Rest. Because Warlocks have so few Spell Slots this can prevent you from Resting after each combat. However, there is really no penalty for Resting at the moment, so it’s not super important.

Amulet of Misty Step

Wyll Approval

In this section I’ll show you how you can gain approval with Wyll, as well as how you can gain disapproval if you wish. These are not all the ways possible in Early Access, but they are the ones we have accumulated on the Wiki so far:

APPROVAL UP:

  • Show Guex in the Druid Grove your sword fighting technique
  • Crush the Tadpole outside of the Druid Grove
  • Tell Scratch (dog) that he can come to your Camp if his friend doesn’t wake up.
  • Try to persuade the goblin guard outside the Goblin Camp
  • Agree to fight Fezzerk in the Blighted Village
  • Decline the Devil’s invitation to remove your Tadpole
  • Agree to help Zevlor
  • Make Novice Crusher kiss your foot in the Goblin Camp
  • Help Karlach in Hunt the Devil quest
  • Find the evidence of Kagha working with Shadow Druids and expose her. (Quest: Save the refugees)
  • Defy Kagha by not making a habit of threatening children
  • Help improve Alfira’s song in the Druid Grove
  • Intervene in the dispute between Arka and the imprisoned goblin in the Makeshift Prison
  • Bring Mayrina back home (Quest: Save Mayrina)
  • Point out that Mayrina is being forced by Auntie Ethel to do things (Quest: Save Mayrina)
  • Make a deal with Auntie Ethel to remove the Tadpole from your brain (Quest: Get Help from Auntie Ethel)
  • Reassure Lae’Zel in the Camp that she will survive and please Vlaakith
  • End the lives of the dying hyenas in The Risen Road

APPROVAL DOWN:

  • Smear dung on your face when Sentinel Olak asks you to
  • If you choose to walk in on the two trolls having sex in the Blighted Village.
  • Cruel Behaviors.
  • Agree to open the gate for goblin raiders.
  • He will leave you if side with the goblins.

Final Tips

Wyll is a fantastic character to bring in your party if you like to talk your way out of combat, or want specific outcomes from dialogue. He also likes helping others, so if you’re someone who likes to do that as well, Wyll is a natural fit. However, I would consider not bringing him if you yourself are a Warlock, though you really can’t have too many Warlocks in your party…

Wyll should be using Eldritch Blast every turn if possible for maximum damage, and as I mentioned it is considered a Ranged Attack. This means it benefits from high ground, which gives it Advantage when used. But also it gains Disadvantage when Wyll is Threatened in combat, or when he is attacking a Prone target. Keep these things in mind when deciding when to use it, and who to target.

Get in the habit of casting Hex on your target before using Eldritch Blast when you can. Sometimes you’ll need your Bonus Action for something else (like Misty Step), and it’s wise not to use it if Wyll is likely to be struck before his next turn. Also, use your other party members to help finish off a Hexed target if you cannot in order to gain the bonus cast before you might be hit and lose Concentration.

Don’t forget to cast the Find Familiar: Imp Spell after every Long Rest so you’re adequately prepared in the event of an ambush. Having an Imp in combat is advantageous due to its ability to attack on its own, independent to that of Wyll’s turn. Not spending any resources nor Spell Slots while gaining another party member makes encounters much more manageable.

Find Familiar Imp

Lastly, if you don’t have any other party members that have high Intelligence like Gale or the main character, and you’re not using Lae’Zel or Astarion as Eldritch Knight or Arcane Trickster, then Wyll makes a good candidate for the Warped Headband of Intellect. This will boost his Arcana and History rolls by a further +2, giving him +6 to these in Early Access.


Stay tuned for more Baldur’s Gate 3 content as we take a look at Companions and Builds, and be sure to drop by our Twitch channel if you have questions about the game. If you need something specific, check out our Baldur’s Gate 3 Wiki which is being worked on night and day!

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2 responses to “Baldur’s Gate 3 Early Access Companions Guide: Wyll”


  1. Thanks for the feedback I’ll get links to them from the wiki too in order to make it easier :)

  2. Is there a reason none of these guides are easily available from any of the relevant pages? You go to the companions wiki and each of their pages, and only the video is available… Not a single link to this page on the build page either. How exactly am I supposed to get here other than google? I guess I know not to bother next time, but I feel a little silly wasting all of that time when I know the page existed. Seems like a lot of stuff is scattered to different paths on the website, and it’s a bit awkward.

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