Every magician has their secrets, and the wizards ofBaldur’s Gate 3are no exception. Within the widely-acclaimed Sorcerous Sundries, more than just rare tomes can be found within its secure walls. For the daring, nosey adventurer, those unique treasures could be yours.

But stealing from a magician means you’ll need to be far cleverer than whatever magical traps they have devised. With your Arcana in one hand and a list of cleverly prepared spells in the other, prepare to jump straight into the heart of the city’s most well-fortified magical puzzle.

Party Runs To Blue Portal On Left Side Leading To Lorroakan’s Study

How To Find The Ramazith Tower Puzzle

Hiding In Plain Sight

The Ramazith Tower Puzzle is situated at thetop of Sorcerous Sundries.To reach it, you’ll need toenter Lorroakan’s study.you’re able to do this by:

As you enter Lorroakan’s study, you mustfind a way to abate him and finish his dialogue.How you do this is completely up to you and your playthrough.

Party Finds Floating Path In Ramazith’s Tower Below Lorroakan’s Study

However, once Lorroakan is somehow dealt with, you can find the puzzle by walking to thenorth side of the roomand lookingover the balconywhere you’ll seefloating furniture.

Jump over the railingonto this furniture. Descend and jump off at the end, carefulnot to trigger any traps on the floor.

Weave Button To Ramazith Tower Puzzle Center Beside Open Sunny Window

For the remainder of the puzzle, youmust have the spell “See Invisibility.“You can gain this as a wizard, through a potion, or through an enchanted item.

Use the See Invisibility spellto see the plaques in front of the Weave-buttons in this room. The button you are looking for isby the large, sunny windowon thenorthwest side of the room.

Player Moves Lever To Open Barrier In Ramazith Tower Puzzle And Take Robe Of The Weave

The Weave-button opposite of the one for this puzzle willsend you into the Sorcerous Sundries vaultbelow the building.

How To Solve The Ramazith Tower Puzzle

And Take The Legendary Markoheskir Staff

After clicking the correct Weave-button, you’ll be transported into an area withtwo blue, magical domesand a few small display cases of valuables and keys.

To turn off the magical domes, you’llneed that handy spell See Invisibility againto spy thelevers in front of each of these domes.However, the struggle doesn’t end there.

Player Passes DC20 Check To Open Arcane Dome And Robe Of The Weave In Ramazith Tower

Before continuing,we recommend saving.Failing to use these levers can result in an immediate disintegration of your characters.

To use these levers, you mustpass a DC20 Arcana check.This is likely best done with your resident wizard (like Gale) or anotherhigh-Intelligence character with Arcana proficiency.

Player Inspects The Robe Of The Weave Item Description

You mustpass twicein order to lower both barriers. If you fail and are not disintegrated, thecharacter that failed cannot try againand will (upon trying) always be struck with the trap.

The western barrier houses a set of robes within it. Theserobes are the “Robe of the Weave.”

Gale Checks And Compares Item Description Of Legendary Staff Markoheshkir

Robe of the Weave (Very rare clothing): +2 to AC. Gives +1 to Spell save DC and spell attack rolls. When the wearer succeeds a Saving Throw against a spell, they regain 1d6HP.

On the east side of this room, the arcane barrier is guardingthe legendary staff, Markoheshkir.

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Markoheshkir(Legendary quarterstaff): Versatile weapon; +2 enchantment. Deals 1d8 + 2 + Strength Bludgeoning. User gains +1 bonus to Spell Save DC and spell attack rolls. Gains a free cast of Kereska’s Favour and can, once per long rest, allow the cast of one spell without the use of a spell slot.

With both in your grasp, you mustteleport out of the room via a waypoint,having taken the real prize of Sorcerous Sundries.

Baldur’s Gate 3

WHERE TO PLAY

Baldur’s Gate 3 is the long-awaited next chapter in the Dungeons & Dragons-based series of RPGs. Developed by Divinity creator Larian Studios, it puts you in the middle of a mind flayer invasion of Faerûn, over a century after the events of its predecessor.