Baldur’s Gate 3is an impressively large game that has a ton of content for players to find and dig into. Some of the content in the game is pretty well-hidden, while other content is easy to find so long as players look.

One thing that players will find is the many bonuses that can be permanently added to their characters throughout the game. Here is a guide to every permanent buff/bonus, its effect, and how to unlock it.

Baldur’s Gate 3 Tag Page Cover Art

Act 1 Permanent Bonuses

There are thirteen known permanent bonuses that players are able to obtain during Act 1. Remember, both the Mountain Pass and the Underdark can be explored before moving on to Act 2, so be sure to grab everything you want before heading on.

+1 to an Ability Score of the player’s choice

Spare Auntie Ethel’s life after fighting her to save Mayrina

Illithid Powers can now be a Bonus Action

Githyanki Creche

Use the Zaith’isk in the Creche and pass all the Skill Checks

Gives players an Advantage on Attack Rolls against Bleeding enemies

Underdark

Sacrifice a companion in The Fester Cove and don’t hurt the Kuo-toa

Brand of the Absolute

Unlocks dialogue about being in the Cult of the Absolute

Allow Priestess Gut to mark the player

Let Scratch join the camp

Find the scroll in the Apothecary’s Cellar

+1 to Wisdom Saving Throws and Ability Checks

Allows the player to successfully play instruments

Pass the Charisma Checks with Alfira

Loviatar’s Love

Gain +2 to Attack Rolls and Wisdom Saving Throws while having 30% HP or less

Allow Abdirak to hit you in the Goblin Camp

Allow Volo to remove the Parasite

Act 2 Permanent Bonuses

Act 2 features eight different permanent bonuses/buffs, some of which are for characters other than Tav. Here’s a breakdown of them all.

Adds the spell Entangled to use on Undead

Tell Arabella about her parents

Adds a 1d12 charge of Bardic Inspiration

Talk to Alfira at the end of Act 2

Grants Gale an extra level 3 Spell Slot

Shadow-Cursed Lands

Play Gale’s Origin and consume the Shadow Weave from the Thorms' corpses

+1 Advantage on Intelligence Saving Throws

Mind Flayer Colony

Speak to the Waking Mind via the Mind-Archive in the colony

+2 Strength (even past 20 Strength)

Grants the Slayer Form

Anywhere

Kill Isobel, Tav’s lover, or the highest-approval companion during The Urge.

Summon Us from the prologue

Save him in Act 1 and rescue him from the Mind Flayer Colony in Act 2

Act 3 Permanent Bonuses

The final act of the game features ten permanent bonuses, and once again, they can be used on characters other than Tav. Here’s a breakdown of those bonuses/buffs.

+2 to Saving Throws

Make enough offerings to a deity in the tabernacle

Summons 4 Undead to fight alongside the player

Read the Tharchiate Codex and then Necromancy of Thay

Adds the Spell Tasha’s Hideous Laughter

Open Hand Temple

Place the Sentient Amulet (obtained in Act 1) in the Monk’s casket

+2 to an Ability

Pray to the mirror and then sacrifice an Ability

Rescue Volo and speak to him at the campsite

Adds +1d4 Slashing bonus to Attack Rolls and Saving Throws

Have Boney construct a statue of Tav for the campsite

Gain +20 temporary HP after every Long Rest

Blood is now highly flammable

Grants Astarion the Ascendant Bite and Misty Escape actions