Highlights

  • The best weapons in Baldur's Gate 3 are Very Rare and Legendary, offering unique perks and static rolls for all players.
  • Certain Legendary weapons, like the Devotee's Mace, may not be worth waiting for due to specific spell requirements and limited usability.
  • Weapons like the Duellist's Prerogative and Crimson Mischief offer unique advantages for specific classes, making them valuable choices.

Baldur's Gate 3 has many weapons for players to discover across its three acts, all of which, harbor incredible usefulness and power to those who know how to use them with the right build upon their Tav and their party. The best weapons in Baldur's Gate 3 often come from the Very Rare and Legendary variety, offering unique and static rolls of weapons, ensuring that everyone has the same advantage and perks.

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The best legendary weapons in Baldur's Gate 3 can often range between usefulness and difficulty to obtain, as many of these weapons are set for different builds, but they are all equally worth picking up due to the fact that they can be missable weapons.

13 Devotee's Mace

Location: Cast Arm Thy Servant As A Level 10 Cleric

Devotee's Mace in BG3
  • 5~17 Damage (1d6+3 Bludgeoning) +1d8 Radiant
  • Healing Incense Aura (Class Action)
  • Weapon Enchantment +3
  • Mace

Devotee's Mace requires a unique spell usage that only unlocks at Level 10. This will take players a while, and some may not reach Level 10 until Act Three, leaving them waiting for a legendary Mace fairly deep into the game. So, is it worth waiting for this weapon? Probably not. The Devotee's Mace may deal Bludgeoning and Radiant damage, but unless players are Clerics or Druids, it's pretty pointless, and there is already an amazing Legendary Mace that players can get in Act One, basically making this a glorified Rare weapon without much purpose.

12 Orphic Hammer

Location: Obtained From The House Of Hope (Act 3)

Orphic Hammer in BG3
  • 4~13 Damage (1d10 (1d8)+3 Bludgeoning)
  • Spell Resistance: You have Advantage on Saving Throws against spells.
  • Unshackling Strike: Smite the magical bonds keeping a creature Restrained, Paralysed, and Stunned, freeing it.
  • Weapon Enchantment +3
  • Warhammer

The Orphic Hammer is a fairly decent melee weapon for Fighters and Barbarians, but it's not the best that can be obtained. The problem lies in the fact that the Orphic Hammer will be obtained rather late into the game, perhaps too late to remake an entire build around it. The lack of natural abilities within the weapon itself makes it a fairly plain choice, even if it scales with the player's Strength, and plays a great role in the story to come.

11 Selune's Spear Of Night

Location: Have Shadowheart Turn Her Back On Shar & Save The Nightsong & Isobel (Act 2)

Selune's Spear of Night in BG3
  • 4~11 Damage (1d8 (1d6)+3 Piercing)
  • Versatile - Wielding With Both Hands
  • Shar's Blessing: You gain Advantage on Saving Throws while Lightly or Heavily Obscured. This weapon deals an additional 1d6 to creatures that are Lightly or Heavily Obscured.
  • Blind Immunity: The wearer cannot be Blinded.
  • Shar's Darkness (Class Action)
  • Weapon Enchantment +3
  • Spear

The polar opposite of the Spear of Evening, the Spear of Night is for those who seek a heroic path in the guiding light of Selune. Yet, that doesn't mean it's going to be a game-changing weapon. It's still a competent choice, and a good spear worthy of those who want to use it, but it's definitely not the best Piercing weapon in Baldur's Gate 3, as some aspects are outdated. It's going to be a rare sight that those wielding a spear will be affected by the Blinded status, so try and aim for different choices.

10 Shar's Spear Of Evening

Location: Allow Shadowheart To Kill The Nightsong (Act 2)

Shar's Spear of Evening in Baldur's Gate 3
  • 4~11 Damage (1d8 (1d6)+3 Piercing)
  • Versatile - Wielding With Both Hands
  • Selune's Blessing: You gain Advantage on Wisdom Saving Throws and Perception Checks.
  • Darvision: You can see in the dark up to 12m.
  • Moonbeam (Level 3 Evocation Spell)
  • Moonmote (Class Actions)
  • Weapon Enchantment +3
  • Spear

By the time players obtain the Spear of Evening, players would have already received some fairly decent weapons, and for Shadowheart, it's more than likely that a spear isn't going to be needed by the Cleric, who will be relying on bows and her spells more than a pointy weapon. Besides that, Shar's Blessing doesn't aid in combat much, and the weapon damage doesn't add much, especially if players are aiming for a heroic playthrough, as killing The Nightsong is not worth it, especially as seeing in the dark doesn't do all that much.

9 Duellist's Prerogative

Location: Save Vanra In The Lower City (Act 3)

baldurs-gate-3-duellists-prerogative-rapier
  • 5~15 Damage (1d8+3 Piercing) +1d4 Necrotic
  • Elegant Duellist: While your off-hand is empty, you score a Critical Hit when rolling a 19. Moreover, you gain an additional reaction per turn.
  • Withering Cut: On a hit with a melee weapon, use a reaction to deal additional Necrotic damage equal to your Proficiency Bonus.
  • Challenge to Duel: Challenge an enemy to attack only you, inflicting Bleeding on the target.
  • Dueller's Enthusiasm: Whilst not dual-wielding, make an additional melee attack with The Dueller.
  • Weapon Enchantment +3
  • Rapier

For players seeking a Finesse weapon, Duellist's Prerogative is a decent enough Rapier, worthy of using in the main hand for specific reasons. For those using this weapon, players can expect the Challenge to Duel Enchantment Spell, which forces the affected enemy to attack the wielder of said weapon.

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This can entrap them into receiving Bleeding and an additional attack, so in a one-on-one situation, it's pretty good, but it's also worth noting that there are better weapons, so if players want a dual-wielding combo, this might not be for them, especially with the lack of off-hand weapon bonuses.

8 The Blood Of Lathander

Location: Explore The Secret Chamber Within The Githyanki Creche (Act 1)

the blood of lathander
  • 4~9 Damage (1d6+2 Bludgeoning) +1d4 Fire
  • Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies Within 9m also regain 1~6 hit points.
  • Lathander's Light: Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded, unless they succeed a Constitution Saving Throw.
  • Sunbeam (Level 6 Evocation Spell)
  • Weapon Enchantment +3
  • Mace

The best mace in Baldur's Gate 3, the Blood of Lathander may be quite the puzzle to obtain, but it's well worth it, especially since before claiming it, players will ready themselves for a fight against the undead in Act 2. Act 2 features many fierce battles with undead enemies, and that grants a beautiful advantage for the Blood of Lathander, thanks to both the holy light that blinds fiends and undead, and the fact that enemies will hit harder, so being able to self-revive with Lathander's Blessing will make of grand design, but it really only benefits Act 2.

7 Silver Sword Of The Astral Plane

Location: Taken From Kith'rak Voss By Using Disarming Attack (Act 1)/Taking Raphael's Deal (Act 3)

Silver Sword of the Astral Plane in BG3
  • 6~21 Damage (2d6+3 Slashing) +1d6 Psychic (Conditional)
  • Githborn Psionic Weapon: When wielded by a githyanki this weapon deals an additional 1~6 Psychic damage.
  • Githborn Psionic Resistance: A githyanki holding this weapon has Advantage on Intelligence, Wisdom, and Charisma Saving Throws, Resistance to Psychic Damage, and cannot be Charmed.
  • Weapon Enchantment +3
  • Greatsword

There's great power in the githyanki, and claiming the Silver Sword of the Astral Plane could be to great advantage to those with githyanki blood, or Lae'zel in their party, thanks to the natural bonuses to Psychic damage and Spells when wielding this weapon. Whilst this weapon can be obtained rather early into Act Three, it requires making an unfavorable deal with Raphael, but instead, they can claim it through a cheese method, in which they use a Disarming Attack on Kith'rak Voss when they find him in Act 1, even though it's a low chance, to claim this weapon in Act 1, will provide players with intense power to steamroll through Act 2 and Act 3 before they should technically obtain the weapon.

6 Crimson Mischief

Location: Dropped By Orin In Bhaal's Temple (Act 3)

baldurs-gate-3-crimson-mischief
  • 5~16 Damage (1d6+2 Piercing) +1d4 Necrotic, +1d4 Piercing (Conditional)
  • Prey Upon the Weak: This weapon deals an additional 1~4 Piercing damage against targets with 50% of their hit points or fewer.
  • Redvein Savagery: When you make an attack with Advantage, the target takes an additional 8 Piercing damage. (Main Hand Only)
  • Crimson Weapon: When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack. (Off-Hand Only)
  • Weapon Enchantment +2
  • Shortsword

A great Shortsword worthy of wielding in either main hand or off-hand, Crimson Mischief may be obtained late into the game through Act Three, but it's worth wielding to the Rogues and Rangers who need a pleasurable weapon to get them through combat.

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There's versatility in Crimson Mischief thanks to how it can be wielded, and both perks are at an advantage to the wielder. The burst of damage already natural to the weapon itself makes it a powerful tool, and using it with stealth attacks will absolutely destroy the competition.

5 Bloodthirst

Location: Dropped By Orin In Bhaal's Temple (Act 3)

Bloodthirst in BG3
  • 3~6 Damage (1d4+2 Piercing)
  • Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
  • Exploit Weakness: Creatures hit with this weapon receive Vulnerability to Piercing Damage (Main Hand Only)
  • True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike. (Off-Hand Only)
  • True Strike (Divination Cantrip)
  • Armour Class +1
  • Weapon Enchantment +2
  • Dagger

Another weapon from Orin, Bloodthirst is an incredible Dagger with both off-hand and main-hand variations of perks. It's another great choice to pair with Crimson Mischief and works wonderfully alongside Rogues and Rangers who want to dual-wield weapons. With an improved Critical bonus, players might be able to deal an absurd amount of damage to their opponents, and it's easily one of the best one-handed weapons in Baldur's Gate 3 for a reason.

4 Markoheshkir

Location: Found At The Bottom Of Ramazith's Tower (Act 3)

Markoheshkir in BG3
  • 3~10 Damage (1d8 (1d6)+2 Bludgeoning)
  • Versatile - Wielding With Both Hands
  • Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
  • Arcane Battery: Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot.
  • Kereska's Favour (Level 4 Evocation Spell)
  • Weapon Enchantment +2
  • Quarterstaff

Magic is a fickle thing in Baldur's Gate 3, and to the Sorcerers, Wizards, and Warlocks out there, bringing along the best Quarterstaff will aid them in their journey. Magic wielders are somewhat of a glass cannon in Baldur's Gate 3, so at least with Markoheshkir, they will be able to use more spells without the cost of their own spell slots, preventing further damage unless the use of potions of a Long Rest. It's great depending on the class thanks to its special bonuses, and Spell Save DC bonus, and the additional resistance modifiers from Kereska's Favour truly help magic excel, with or without Mystra.

3 Gontr Mael

Location: Defeat & Loot The Steel Watch Titan In The Steel Watch Foundry (Act 3)

Gontr Mael in BG3
  • 4~11 Damage (1d8+3 Piercing)
  • Promised Victory: On a hit, possibly inflict the Guiding Bolt upon the target.
  • Gontr Mael: Glowing: This object shines with a glowing light in a radius of 6m.
  • Celestial Haste: Haste for 5 Turns without Lethargic condition at the end.
  • Weapon Enchantment +3
  • Longbow

Every party member will want to get their hands on Gontr Mael, as this beauty is the best bow in Baldur's Gate 3. It's worth claiming, perhaps even a demand thanks to its bonuses. Players will deal significant damage, and the chance to inflict Guiding Bolt can almost ensure victory, as the increased range and damage will extend the power of the bow, which also provides players with Celestial Haste, meaning players can move further and faster without side effects when it wears off. No matter if players are melee-focused or range-focused, this is the bow to get.

2 Nyrulna

Location: Pickpocket Akabi At The Circus Of The Last Days, Win The Jackpot & Find The Chest At The Jungle's Exit Portal (Act 3)

Nyrulna in BG3
  • 5~17 Damage (1d8 (1d6)+3 Piercing) +1d6 Thunder, +1d4 Fire
  • Versatile - Wielding With Both Hands
  • Zephyr Connection: This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3~12 Thunder Damage in a 6m blast centered on the target.
  • Veil of the Wind: You gain a +3m bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
  • Nyrulna: Glowing: This object shines with a glowing light in a radius of 6m.
  • Weapon Enchantment +3
  • Trident

Beating a Djinn in its own game can see players head to a jungle filled with dinosaurs and for a loot quest to obtain the Nyrulna trident. This weapon is truly fantastic in the right builds, and Barbarians can complement from the power within, especially if they love to throw items, as this trident will return to players once thrown, much like Thor's Mjolnir. Adding to a Strength Modifier, and explosive Thunder damage, there's nothing to hate about this weapon, especially since there's an immunity to fall damage, and further movement speed and jump distance, ensuring no enemy is out of reach.

1 Balduran's Giantslayer

Location: Defeat & Loot Ansur In The Dragon's Sanctum (Act 3)

Balduran's Giantslayer in BG3

5~15 Damage (1d8+3 Piercing)

Giantslayer: On a hit, double the damage from your Strength Modifier. This weapon grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures.

Giant Form (Class Action)

Weapon Enchantment +3

Greatsword

Barbarians, Fighters, and Paladins can rejoice, as the best greatsword in Baldur's Gate 3 can be there own. For the melee-focused characters, Balduran's Giantslayer, a weapon wielded by the founder of Baldur's Gate itself, will fit right into their hands. It's got the best damage scaling with Strength, and each hit can double in damage from the Strength Modifier itself, so the more Strength, the more damage. This is already great for Strength-focused characters, but to those with Elixir of Cloud Giant Strength, that means the Modifier is increased to 27, decimating any opponent in Act 3 with absolute ease.

baldurs-gate-3-cover
Baldur's Gate 3

Platform(s)
PC , macOS , PS5 , Xbox Series X
Released
August 3, 2023
Developer(s)
Larian Studios
Genre(s)
RPG