Sorcerous Vault

[IMG]
ACT Act 3
Location Sorcerous Sundries
Suggest Level 9-12

Sorcerous Vault is a location in Baldur's Gate 3Sorcerous Vault is a sub-location of Sorcerous Sundries. On this page, you can find related information about the map, quests, enemies, notable items and other useful tips about Sorcerous Vault.

 

Sorcerous Vault Map

sorcerous vault map2 final release bg3 wiki guide min

djinni lamp map final release bg3 wiki guide min

Notes & Tips

  • In the quest 'The Wizard of Waterdeep' leading to 'Control the Elder Brain,' entering the vault through Tolna's office leads to a set of doors. The doors' paths are as follows:
    • Silverhand -> Evocation -> Wish -> Unlock Elminster Vault
    • Silverhand -> Abjuration -> Silver -> Unlock Karsus Vault
  • Behind the Silverhand -> Illusion wall is a Hellfire Greataxe. Simply attack the illusion door to shatter it.
  • Knock can be used rather than progressing through the door maze. 
  • Sights of the Seelie may be found through an invisible wall behind one the chests.
  • Alternatively, if one follows Lorroakan's Projections' directions and enters his chambers through the portals, it is possible to jump down to the lower level using the floating furniture, and interact with a Weave Button labelled "Vaults" to be teleported into the Vaults.
  • When trapped in the Djinni's lamp, simply summon any minion - be that Us, Conjure Elemental, Planar Ally, Ranger's Companion or the Scroll of Summon Quasit found within the lamp.

Quests

Sub-location

  • Djinni Lamp

 

All Locations in Baldur's Gate 3
Angleiron's Cellar  ♦  Arcane Tower  ♦  Arfur's Mansion  ♦  Astral Plane  ♦  Basilisk Gate Barracks  ♦  Beehive General Goods  ♦  Bhaal Temple  ♦  Bhaalist Crypt  ♦  Blighted Village  ♦  Bloomridge Park  ♦  Bonecloak's Apothecary  ♦  Candulhallow's Tombstones  ♦  Cazador's Dungeon  ♦  Chromatic Scale  ♦  Chult  ♦  Circus of The Last Days  ♦  City Sewers  ♦  Cloister of Sombre Embrace  ♦  Crèche K'liir  ♦  Crèche Y'llek  ♦  Dank Crypt  ♦  Defiled Temple  ♦  Devil's Fee  ♦  Dragon's Sanctum  ♦  Druid Grove  ♦  Durinbold Mausoleum  ♦  Ebonlake Grotto  ♦  Emerald Grove  ♦  Felogyr's Fireworks  ♦  Flymm's Cobblers  ♦  Forest (Location)  ♦  Forge of the Nine  ♦  Fraygo's Flophouse  ♦  Gauntlet of Shar  ♦  Goblin Camp  ♦  Gorion Mausoleum  ♦  Grand Mausoleum  ♦  Grand Mausoleum (Lower City)  ♦  Graveyard  ♦  Grey Harbour Docks  ♦  guildhall  ♦  Gur Camp  ♦  Hall of Wonders  ♦  Heapside Prison  ♦  Hhune Mausoleum  ♦  Highberry's Home  ♦  House in Deep Shadows  ♦  House Of Grief  ♦  House of Healing  ♦  House of Hope  ♦  Iron Throne  ♦  Jaheira's Basement  ♦  Jungle  ♦  Ketheric City  ♦  Lady Jannath's Estate  ♦  Last Light Inn  ♦  Low Lantern  ♦  Lower City  ♦  Lower City Central Wall  ♦  Makeshift Prison  ♦  Mind Flayer Colony  ♦  Moonrise Towers  ♦  Moonrise Towers Prison  ♦  Morgue  ♦  Morphic Pool  ♦  Mortuary  ♦  Mountain Pass  ♦  Nautiloid  ♦  Open Hand Temple  ♦  Oubliette  ♦  Overgrown Tunnel  ♦  Owlbear Nest  ♦  Ravaged Beach  ♦  Reithwin Masons' Guild  ♦  Reithwin Town  ♦  Requisitioned Barn  ♦  Rivington  ♦  Rosymorn Monastery  ♦  Rosymorn Monastery Trail  ♦  Ruined Battlefield  ♦  Sanguine Laboratory  ♦  Secluded Cove  ♦  Selunite Outpost  ♦  Shadow Cursed Lands  ♦  Sharess' Caress  ♦  Sharran Sanctuary  ♦  Shattered Sanctum  ♦  Sorcerous Sundries  ♦  Stormshore Armoury  ♦  Sunlit Wetlands  ♦  Sword Coast Couriers  ♦  Temple of Bhaal  ♦  Temple of Shar  ♦  The Counting House  ♦  The Festering Cove  ♦  The Lodge  ♦  The Risen Road  ♦  The Waning Moon  ♦  The Wyrmway  ♦  Tiefling Hideout  ♦  Trielta Crags  ♦  Undercity Ruins  ♦  Underdark  ♦  Underground Passage  ♦  Upper City Sewers  ♦  Village Depths  ♦  Water Queen's Cellar  ♦  Waterdeep  ♦  Whispering Depths  ♦  Wyrm's Rock  ♦  Zhentarim Basement



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    • Anonymous

      If you summon mage hand and use it to move the lamp (can't click on it, but moving it also works) you get a special interaction where you tell the Djinni that nobody was sent in, just a summon, and he gives you 1000 gold for your ingenuity.
      You don't get to loot the lamp's contents this way, meaning the most lucrative method would be sending someone in to loot the lamp while another character asks the Djinn for gold, but I found this option more amusing. Plus, at this point in the game, I didn't really have any use for gold or the consumables in the lamp.

      • Anonymous

        To be clear on the lamp, summon while inside it. Don’t have someone summon outside the lamp because the summon can’t activate it.

        • Anonymous

          "Summon spiritual weapon" works for the lamp too.

          I wonder if it implies spiritual weapons have, or are extensions of souls.

          • Anonymous

            if you get trapped inside the jinn's lamp with your main char and still got the summon ''US'' (little brain buddy), then do not waste the summon you find inside the lamp. This is the perfect place to summon ''US''.

            • Anonymous

              The map is missing the 2 hidden rooms you can access by walking through fake walls behind chest and the other behind cobwebs.

              • Anonymous

                If you're bringing Gale - which, why wouldn't you? - don't bother going through the hoops, just prepare "Knock" and unlock the vaults yourself.

                • Anonymous

                  Just to add, the Greataxe behind the Illusion door (once you destroy it) is the Hellfire Greataxe. Ontop of the 1d12, it also does 1d6 fire damage, has a +2 enchantment along with Thermodynamo, which gives you 2 2 turns of Heat whenever you deal damage. It also gives you a once per short rest cantrip called Hellflame Cleave, which does 1d10 slashing+1d4 force+2d6 fire damage, ignores resistance & immunity to fire, and inflicts Roiling Hellfire, which does 6d6 fire damage per turn.

                  tl;dr - Get the axe, burn the world

                  • Anonymous

                    If you go through the silverhand door, then destroy the Illusion door (only door that has a health bar), there's a very rare Greataxe in a chest in there

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