Wyll Ravengard: Unveiling the Blade of Frontiers

The Origins of a Hero: Wyll's Backstory and the Infernal Pact
Wyll Ravengard's story is one of noble lineage intertwined with dark obligation. Born to Grand Duke Ulder Ravengard and Francesca, who tragically died in childbirth, Wyll grew up observing the political machinations of Baldur's Gate, yet always yearned for a life of adventure and heroic deeds. His father instilled in him a strong sense of duty to the city and its people, shaping Wyll's core principles. At the tender age of seventeen, Wyll discovered a sinister plot: a cult of Tiamat attempting to summon the dragon goddess to Faerûn, threatening to engulf Baldur's Gate in chaos. Faced with an overwhelming threat and no time to call for reinforcements, Wyll was approached by Mizora, a cunning cambion and servant of the Archdevil Zariel. Mizora offered him the power to defeat the cultists and save the city, in exchange for his eternal servitude. Without hesitation, Wyll accepted, and together they thwarted the ritual. However, the cost was far greater than he could have initially imagined. The pact bound him to Mizora, granting him fiendish powers but preventing him from disclosing the true nature of his deal or the events of that night. When his father, Ulder Ravengard, returned to find his son accompanied by a devil, and with all evidence of the cult conveniently erased by Mizora, he cast Wyll out of the city, exiling him to the frontiers. Thus, "The Blade of Frontiers" was born – a moniker Wyll embraced as he roamed beyond Baldur's Gate, using his infernal powers to hunt monsters and protect the innocent, all while fulfilling Mizora's twisted whims. This complex origin sets the stage for Wyll's internal conflict throughout Baldur's Gate 3. He grapples with the morality of his powers, the public perception of his heroism versus his private torment, and his desperate longing to break free from Mizora's control without sacrificing those he holds dear, especially his father.
The Blade's Journey: Wyll's Companion Quest and Major Choices
Wyll's personal quest, "The Blade of Frontiers," is a sprawling narrative that directly intersects with the overarching plot of Baldur's Gate 3, leading him through profound moral dilemmas and significant character development. Upon recruiting Wyll in the Emerald Grove, players quickly learn of his immediate objective: to hunt and kill a "devil" named Karlach. This forms the initial core of his quest, "Hunt the Devil." If Karlach is recruited before Wyll, he appears at camp to confront her, leading to a pivotal moment where the player can mediate, side with Wyll, or side with Karlach. Convincing Wyll not to attack Karlach earns approval from most companions and allows players to learn the truth: Karlach is not the malevolent fiend Wyll believes her to be, but a tiefling soldier who escaped Avernus and Archdevil Zariel. This choice is crucial, as killing Karlach results in Wyll receiving the Infernal Robe and continuing his "heroic" path, while saving her allows for a deeper exploration of his character and eventually, a chance at true redemption. Regardless of the initial choice, Mizora makes her presence known. After a long rest following the confrontation with Karlach (or simply after recruiting Wyll if Karlach is already dealt with), Mizora appears in camp, chastising Wyll for his perceived failure to obey. As punishment for not killing Karlach, Mizora transforms Wyll, giving him a prominent pair of horns, a permanent physical reminder of his infernal binding. This moment serves as a stark reminder of Mizora's control and the dire consequences of defiance. As the party progresses into Act 2, Mizora resurfaces with a new demand: Wyll must rescue one of Zariel's assets from the Absolute's cultists in Moonrise Towers. This "asset" is revealed to be Mizora herself, trapped within a Mind Flayer pod in the Tadpoling Centre beneath Moonrise Towers. Here, the player faces another critical decision: free Mizora or destroy her. * Freeing Mizora: This is generally the recommended path. If freed, Mizora can be persuaded (especially if Wyll is in the party) to reward him with the Infernal Rapier, a powerful weapon that improves his spellcasting and allows him to summon a demonic ally. Crucially, freeing her lifts Wyll's restriction on speaking about his pact, allowing the party to learn more about his deal. Mizora will also state that the pact will end in six months, though this is later revealed to be a deceptive clause. * Destroying Mizora: This seemingly rebellious act has immediate and dire consequences for Wyll. As per the terms of their pact, if Mizora is killed, Wyll is immediately dragged to the Hells and transformed into a tortured lemure, permanently leaving the party. This effectively ends his story in the current playthrough. Wyll's questline culminates in Act 3, heavily revolving around the fate of his father, Grand Duke Ulder Ravengard, and the ancient dragon Ansur. After Gortash's coronation, Mizora appears to reveal that Duke Ravengard has been kidnapped and implanted with a tadpole by Orin the Red, now enthralled by the Absolute. Mizora presents Wyll with a new, agonizing choice: 1. Renew the Pact Permanently: In exchange for eternal servitude, Mizora will reveal Duke Ravengard's location and protect him from harm. This ensures the Duke's safety and provides a direct path to his rescue. 2. Break the Pact Immediately: Wyll is freed from his infernal contract, but Mizora declares that his father will die. This is a high-stakes gamble, as Mizora actively attempts to kill the Duke if this path is chosen. The player largely makes this decision for Wyll, which some players find frustrating due to Wyll's high Charisma and agency. However, the consequences are significant. * If Wyll renews the pact: Mizora leads the party to the Iron Throne, an underwater prison where the Duke is held, and provides magical assistance during his escape. Wyll remains bound to Mizora, who may even follow him around in human form in the epilogue, much to his chagrin. * If Wyll breaks the pact: Mizora actively tries to thwart the Duke's rescue, summoning explosive spiders and creating other obstacles at the Iron Throne. However, it is still possible to save Duke Ravengard, requiring careful planning and resourcefulness. This path allows Wyll to eventually gain true freedom from Mizora's influence. Regardless of the pact choice, if Duke Ravengard is saved, he entrusts the party with a book detailing the legend of Ansur, a powerful dragon sleeping beneath Baldur's Gate who promised to aid mankind once. This leads to the discovery of The Wyrmway, a series of trials, and ultimately, a confrontation with Ansur, who is revealed to be the illithid-turned-Balduran, the founder of Baldur's Gate. Defeating Ansur allows Wyll to confront his family's legacy and secure the support of the city for the final battle. Wyll's ultimate fate is highly dependent on the player's choices throughout his questline, particularly regarding his pact and his father's survival. Baldur's Gate 3 offers several compelling conclusions for the Blade of Frontiers: * Becoming Grand Duke: If Duke Ravengard is saved, he proposes that Wyll become the next Grand Duke of Baldur's Gate. The player can encourage this path, leading Wyll to embrace a political future and rule alongside other dukes (including his father and Florrick, if they live). In this ending, Wyll still comments on the nuisance of his horns if he became a devil, highlighting the persistent cost of his past. If romanced, the player can even join him in this role. * The Blade of Avernus: If Wyll completes his quest but is not encouraged to become Duke, or if his father dies, he can embrace his demonic transformation and become the "Blade of Avernus." In this ending, he dedicates himself to hunting fiends directly in Avernus. If romanced, the player can join him in this dangerous yet fulfilling new life, experiencing tales of their joint adventures in the epilogue. This path can also synergize with Karlach's ending, where Wyll offers to return to Avernus with her to find a solution for her infernal engine, making it arguably the best possible ending for Karlach and a great one for Wyll. * A Free Hero: If Wyll broke his pact and his father was saved (or died), Wyll can choose to remain a free hero, continuing to fight for justice without Mizora's influence. This path emphasizes his personal growth and independence. * Lemure in Avernus: The dire outcome of destroying Mizora in Act 2, leaving Wyll transformed into a tortured lemure in the Hells. This is a definitive bad ending for him. * Abandonment: If the player sides with the goblins and attacks the Emerald Grove, Wyll will leave the party. If he's in the party during the siege, he turns hostile and must be killed. If he's at camp, he simply leaves during the Goblin celebration. Wyll's endings reflect the core tension of his character: the struggle between destiny and self-determination, and the desire to be a hero on his own terms.
Wyll as a Companion: Personality, Approval, and Romance
Wyll's personality is defined by his inherent heroism, strong moral compass, and a deep-seated desire to do good. He is often depicted as perhaps the most "classic protagonist" among the companions, valuing justice, protecting the innocent, and denouncing evil. He is courageous and kind, though burdened by his pact and the sacrifices he's made. Gaining Wyll's approval is straightforward: generally, he approves of heroic actions, compassion, self-sacrifice for the greater good, and respect for his pact (though not necessarily encouraging it). He dislikes cruel behavior, dishonesty, and siding with malevolent forces. * Approves: Helping the Tiefling refugees, being kind to innocents, fighting against oppression (e.g., goblins, the Absolute), respecting his pact (even if you encourage him to break it later), being honest. * Disapproves: Siding with goblins or Minthara, making deals with Auntie Ethel, allowing Fezzerk to live, being cruel, lying, flirting with or sleeping with Mizora. Wyll's interactions with Karlach are particularly noteworthy; resolving their initial conflict peacefully is crucial for his character arc and opens up many opportunities. Wyll is a romancable companion for player characters of any gender. His romance is often described as one of the more straightforward and "fairy tale" like, focusing on genuine connection and shared heroic ideals. Act 1: * After saving the Druid Grove and completing "Save the Refugees," a celebration occurs at camp. Wyll will be somewhat somber. Approach him and choose options that express interest in him or a desire to dance with him. * Passing a persuasion check will lead to a kiss. He expresses a desire to take things slowly, valuing a romantic, fairy-tale relationship. Act 2: * Romantic interactions are fewer, largely focusing on the resolution of Mizora's capture and the developing bond between Wyll and the player. Act 3: * After the situation with Duke Ravengard is resolved (whether he's saved or not) and the Tale of Ansur is revealed, a key romance scene can trigger at camp after a long rest. * Wyll reflects on his past and future. Choosing supportive or affectionate dialogue options can lead to him proposing marriage with an acorn from the Wilden Oak, believed to have wishing powers. * Accepting his proposal can lead to a romantic encounter. Wyll's romance arc emphasizes companionship, shared purpose, and the journey of two heroes navigating a dangerous world together. His longing for a "fairy tale" ending reflects his Folk Hero background and his deep desire for a life beyond the infernal shadow.
Mastering the Blade: Wyll's Class, Abilities, and Best Builds
Wyll is a Human Fiend Warlock, a versatile class that balances powerful spellcasting with potential for melee combat. His primary spellcasting ability is Charisma, which also governs his dialogue skills (Persuasion, Intimidation). His Warlock features refresh on a Short Rest, allowing for more frequent access to powerful spells compared to other full casters. * Pact Magic: Limited spell slots that refresh on a Short Rest. This encourages aggressive spell use and frequent resting. * Dark One's Blessing: When you reduce a hostile creature to 0 HP, you gain temporary hit points equal to your Warlock level + your Charisma modifier. This provides excellent survivability, especially in encounters with multiple weak enemies. * Eldritch Invocations: These are powerful passive abilities that enhance Wyll's spells or grant new ones. * Agonizing Blast: Adds your Charisma modifier to Eldritch Blast damage, making it one of the most consistent and powerful cantrips in the game. * Repelling Blast: Pushes targets hit by Eldritch Blast back 4.5 meters. This is incredibly powerful for battlefield control, knocking enemies off ledges, or creating distance. * Devil's Sight: Allows you to see in magical darkness. Synergizes incredibly well with the Darkness spell. * Pact Boons (Level 3): This is a crucial choice that heavily influences Wyll's playstyle. * Pact of the Blade: Allows Wyll to use his Charisma modifier for attack and damage rolls with a chosen weapon (requires binding after each long rest). This is ideal for a "gish" (spell/melee hybrid) playstyle, turning him into a formidable martial character. This synergizes well with his "Blade of Frontiers" identity and proficiency with Rapiers. * Pact of the Chain: Grants an enhanced familiar (e.g., Imp, Quasit) with unique abilities and better survivability. * Pact of the Tome: Grants additional cantrips from other spell lists (e.g., Guidance, Thorn Whip, Speak with Dead), offering utility. While Wyll starts with decent Warlock stats, respeccing him (via Withers) can optimize his effectiveness. * Charisma (CHA): Absolutely primary stat. Max this first (17 starting, then 18-20 with Ability Improvement feats). It powers his spells and dialogue. * Constitution (CON): Second priority. Boosts HP and helps with concentration saving throws for powerful spells. * Dexterity (DEX): Third priority. Improves Armour Class (if using light armor) and Initiative. Wyll, as a Fiend Warlock, has access to a potent array of offensive and crowd-control spells. * Cantrips: * Eldritch Blast: Your bread-and-butter damage cantrip. With Agonizing Blast, it's often better than most leveled spells for consistent damage. * Minor Illusion/Mage Hand: Utility for distractions or interacting with objects from afar. * Level 1-3 Spells (Early Game Focus): * Hex: Adds 1d6 necrotic damage to attacks and imposes disadvantage on an ability check of your choice. Excellent for single-target damage. * Armour of Agathys: Grants temporary hit points and deals cold damage to melee attackers. Scales well and provides survivability. * Burning Hands / Hellish Rebuke: Good immediate damage options. * Misty Step: Essential for mobility and escaping dangerous situations. * Darkness: Creates a cloud of magical darkness. If Wyll has Devil's Sight, he can attack from within it while enemies are blinded. * Hold Person: Powerful single-target crowd control. * Shatter: AoE thunder damage. * Fireball: A signature Fiend Warlock spell, incredibly potent AoE damage. It's an iconic spell that makes him a strong blaster. * Hunger of Hadar: Creates a large area of difficult terrain, cold damage, and blinding effects. Excellent for area denial and control. Feats offer powerful customization options at levels 4, 8, and 12. * Ability Improvement: The most straightforward choice to cap his Charisma at 20. * War Caster: Grants advantage on Concentration saving throws and allows casting a spell as an opportunity attack. Critical for maintaining powerful concentration spells like Hex or Hunger of Hadar. * Resilient (Constitution): If his CON is an odd number, this can round it up and grant proficiency in CON saving throws, further aiding concentration and survivability. * Actor: If his Charisma is 17, this rounds it to 18 and grants expertise in Deception and Performance. Good for the party face. * Spell Sniper: Learn a new cantrip and reduce the critical hit threshold for spells. * Durable: Increases Constitution by 1 and ensures full HP on short rests. Good for Warlocks who short rest frequently. While a pure Warlock is highly effective, multiclassing can unlock powerful synergies. * Warlock/Paladin (Lockadin): A popular and powerful build (e.g., 7 Paladin / 5 Warlock or 2 Paladin / 10 Warlock). This combines the Warlock's Charisma-based attacks (Pact of the Blade) and short-rest spell slots with the Paladin's heavy armor, divine smites, and aura benefits. It allows for multiple attacks per action and massive burst damage. * Warlock/Fighter: A "Blade of Frontiers" focused build (e.g., 5 Warlock / 7 Fighter or 2 Warlock / 10 Fighter). Gains Action Surge, Fighting Style, Extra Attack (stacks with Pact of the Blade's Extra Attack), and armor proficiencies. This turns Wyll into a true melee-spell hybrid. * Warlock/Sorcerer (Sorlock): A caster-focused build (e.g., 2 Warlock / 10 Sorcerer). This allows Wyll to dump his Warlock spell slots into Sorcery Points for Metamagic, enabling him to quicken Eldritch Blasts for multiple casts per turn, or twin powerful spells. This is less "Blade of Frontiers" thematically but extremely powerful.
The Blade's Legacy: Wyll's Impact and Community Perception
Wyll's character, despite his compelling backstory and integral role in the main narrative, has sometimes faced criticism within the Baldur's Gate 3 community. Some players find his early-game "hero" persona to be a bit bland or less engaging compared to the more morally ambiguous companions like Astarion or Lae'zel. There's a sentiment that he often gets sidelined in his own questline, with the player character making crucial decisions for him, or his moments feeling less impactful than they could be. This perception is partly attributed to a significant rewrite of his character between Early Access and the full release of Baldur's Gate 3. Early Access Wyll was reportedly more sly, self-obsessed, and morally grayer, with a more complicated relationship with his father and Mizora. While the current Wyll is undoubtedly more heroic and likable, some argue that his updated personality doesn't always align perfectly with the more dramatic and punishing events of his story, leading to a perceived "lack of reaction" to pivotal moments like his devil transformation. However, many players also champion Wyll, recognizing his genuine good nature and the depth of his personal struggles. His narrative, particularly his quest for redemption and freedom from Mizora, resonates deeply. When played as an Origin character, some argue he makes for an excellent main character, given his background as a folk hero and natural leadership qualities. His high Charisma makes him an ideal "party face," capable of navigating diplomatic encounters and social challenges with ease. Ultimately, Wyll Ravengard serves as a vital moral compass and a testament to the idea that even those who make infernal pacts can strive for goodness. His journey is a reflection of the player's choices, emphasizing how empathy, difficult decisions, and unwavering resolve can define a hero, horns and all. His story reminds us that sometimes, the greatest battles aren't fought with spells and steel, but within the soul, against the shadows of past decisions and the seductive whispers of power.
Frequently Asked Questions about Wyll Ravengard
A: Wyll can first be found in the Emerald Grove during Act One, actively participating in the defense against the goblin attack. After the initial skirmish, he's usually instructing Tiefling children in sword fighting. A: Yes, Wyll is a romancable companion for player characters of any gender. His romance arc typically begins after the celebration at the Druid Grove in Act 1, provided you have high approval with him. A: If you destroy Mizora in Act 2 when she's trapped in Moonrise Towers, Wyll will immediately be dragged to Avernus and transformed into a tortured lemure, permanently leaving your party. This is a definitive bad ending for his character. A: This is a major choice in Act 3 with significant consequences. * Breaking the pact: Wyll is freed from Mizora's control, but Mizora will actively try to kill Duke Ravengard during his rescue. It's harder but still possible to save the Duke. This path leads to Wyll's true freedom. * Signing an eternal contract: Wyll remains bound to Mizora, but she reveals Duke Ravengard's location and provides aid during his rescue, making it easier. This choice secures the Duke's safety but keeps Wyll enslaved. The "best" choice depends on your role-playing preferences and whether you prioritize Wyll's freedom or his father's guaranteed safety. Many players prefer to break the pact and still save the Duke for Wyll's independence. A: Popular and powerful multiclass options for Wyll include: * Paladin (Lockadin): Combining Warlock (Pact of the Blade) with Paladin allows for heavy armor, Divine Smites, and multiple Charisma-based attacks, making him a potent frontline damage dealer. * Fighter: Adding Fighter levels grants Action Surge, Extra Attack (which stacks with Pact of the Blade), and armor proficiencies, enhancing his "Blade of Frontiers" melee capabilities. * Sorcerer (Sorlock): A caster-focused build that leverages Sorcerer's Metamagic to empower and cast more spells (especially Eldritch Blast) per turn. A: His signature cantrip is Eldritch Blast, especially with the Agonizing Blast and Repelling Blast Eldritch Invocations. For spells, Hex (for single target damage), Armour of Agathys (for defense), Misty Step (for mobility), Darkness (with Devil's Sight), Fireball (for AoE), and Hunger of Hadar (for crowd control) are all excellent choices. A: Yes, if you save Duke Ulder Ravengard and complete Wyll's personal quest, Wyll can be encouraged to take on the mantle of Grand Duke in Act 3, leading Baldur's Gate. A: The Infernal Rapier is a powerful rare rapier that can be obtained if you free Mizora in Act 2 (and Wyll is in your party) and successfully persuade her to reward Wyll. It grants a +1 bonus to spell attack rolls and allows the wielder to summon a Cambion. A: Yes, Wyll underwent a significant rewrite between Early Access and the full release. He was originally portrayed as more sly and self-obsessed, but was changed to be more humble, heroic, and straightforward in the final game.
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