All adventurers are expected to be weak at the beginning of every new journey, though this doesn’t always have to be the case. In Baldur’s Gate 3, players can collect a number of different weapons that are vastly superior to the plain ones they start with, giving them a sharper edge in combat.
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The following weapons are all available in the initial area of the first act of Baldur’s Gate 3 as well as the following regions before players reach Act Two and the Moonrise Towers arc. It is possible to miss some of these weapons, so make sure to be thorough in your search for them.
Update February 12, 2024 by Marc Santos: This guide was updated to include four additional weapons from the first act of Baldur’s Gate 3. These new additions require players to push past the Druid’s Grove, either by siding with one of the involved factions or simply using shortcuts to skip the story beats. These weapons can comfortably carry players through the second and third acts of the game, where an even deadlier selection of arms awaits them. Make sure the party is ready for anything, as the Underdark and Rosymorn Monastery contain scenarios and enemies that will not be kind to unprepared adventurers.
10 Dagger +1
Superior Stats, Received For Free
- Source: Blighted Village – Near the barn
A simple yet effective dagger with better attack stats than its more common brethren. Players can get this for free by passing a skill check on a hunk of roasting meat on an outcrop next to the Blighted Village’s barn.
There really is nothing special about this weapon. However, it’s stronger than most non-upgraded weapons, and players can technically get it as soon as they wake up on the beach. The only caveat is if you fail the skill check on the roasting meat, the dagger will break.
9 Ritual Dagger
Hit More, Get Hit Less
- Source: Goblin Camp – Torture Chamber
This one is a more interesting dagger that can only be acquired for a limited time inside the Goblin Camp. Enter the Shattered Sanctum and find Abdirak the Torturer. The dagger is on the table close to him.
The Ritual Dagger grants its wielder a 1d4 bonus to Attack Rolls and Saving Throws after a successful attack. Players do have to steal this weapon, and if they don’t steal it fast enough, then it will be taken away.
Pulls Bad Guys Within Smacking Distance
- Source: Druid’s Grove secret vault
Siding with the Druids instead of the Goblins will reward players with Sorrow, a unique glaive that gives its user the ability to cast Sorrowful Lash, a Transmutation Cantrip that pulls targets closer to Sorrow’s wielder. Players can also get this weapon by stealing the Rune of the Wolf from Rath and entering the vault without saving Druid Halsin.
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During the early access stage, this glaive used to deal Psychic damage to its user whenever they hit enemies, and its innate ability was Ensnaring Strike. These have since been changed in the full-release version.
Marks Targets for Death
- Source: Zhentarim Basement, Waukeen’s Rest Inn
This crossbow is one of the best ranged weapons players can get in Act One. It’s given as a reward by Zarys for helping them recover their missing shipment. Said shipment can be found in a cave surrounded by gnolls along Risen Road.
Whenever a shot with Harold connects, it has a chance to inflict Bane on enemies. This gives a -1d4 penalty to all Saving Throws and Attack Rolls, making this crossbow an excellent support weapon.
6 Sword of Justice
Sword and Shield, Combined
- Source: Paladin Anders, Risen Road Tollhouse
The Sword of Justice is a reliable early game weapon for both offense and defense. It has a higher focus on protecting allies with its ability to cast Tyr’s Protection, which increases a target’s Armor Class by +2.
Players can get this greatsword by helping or killing Paladin Anders in the trading post along Risen Road. This scenario is also a part of Wyll’s quest to eliminate Karlach.
5 Phalar Aluve
Helps Friends, Harms Enemies
- Source: Underdark – Near the Selunite Outpost
If you’re looking for a longsword with a bit more team utility, then Phalar Aluve should be on your radar. It grants its wielder the Sing and Shriek Class Actions — the former buffs allies’ mental defenses and grants Advantage to their Attack Rolls, while the latter penalizes mental Saving Throws of enemies and causes the weapon to deal bonus Thunder damage against targets affected by Shriek.
Phalar Aluve is embedded on a stone in the Underdark, near the Selunite Outpost. To pull it out, you’ll need a Cleric of Eilistraee, a Drow of any class, a character with Religious knowledge, or someone who can pass a DC 15 Strength check.
4 Adamantine Weapons
Pierce The Enemy’s Defenses
- Source: Grymforge – Adamantine Forge
Players who thoroughly explore the Underdark will eventually find themselves in Grymforge, another subterranean area that leads to the second act of the game. Here, you can also find the Adamantine Forge, which can be used to create a special longsword, mace, and scimitar that hit harder than regular steel and iron weapons. Once you beat the boss at the forge, bring any of the adamantine weapon moulds you find in the area to make a weapon of your choice.
All three of these weapons come with the Lethal Weapon passive, which makes the weapon ignore Slashing damage resistance (Blunt damage for the mace). They also come with the Diamondsbane passive that guarantees critical hits against objects.
3 Everburn Blade
Like a Flaming Sword Through Butter
- Source: Commander Zhalk – Nautiloid (Prologue)
The Everburn Blade is arguably the best greatsword in the early game. Compared to other weapons in its class, it deals 2d6 Slashing plus 1d4 Fire Damage to anything it hits, making it perfect in the hands of a Barbarian, Fighter, or Paladin.
Players can get this weapon by defeating Commander Zhalk aboard the Nautiloid. Shadowheart can use Command to make Zhalk drop this sword, letting players take it without a fight. You only have one chance to get this sword, so make sure to grab it before crashing the ship.
2 Mourning Frost
Icy Staff For Maximum Cold Damage
Mourning Frost is a special quarterstaff imbued with the power of ice. Whenever its wielder deals Cold damage, targets will receive one extra point of Cold damage. On top of that, all Cold damage inflicted with Mourning Frost equipped has a chance to inflict Chilled, further increasing their vulnerability against Cold. As an added bonus, it grants the Ray of Frost cantrip to the user as well.
To get this weapon, you need to collect three Icy weapon pieces (Helve, Metal, and Crystal) in the Underdark. Combine them to form Mourning Frost.
1 Blood of Lathander
The Power of the Sun, In Your Hands
- Source: Rosymorn Monastery – Beneath Creche Y’llek
If players decide to take the high road and explore the Rosymorn Monastery, they’ll be able to get the Blood of Lathander, a legendary mace that can save its wielder from death and shoot scorching beams of light. It’s one of the best weapons to give to a Cleric early in Baldur’s Gate 3, but it’s also quite easy to miss if you’re rushing to get to Act Two.
The Blood of Lathander involves dealing with the Githyanki inquisitor in the monastery and solving a puzzle afterward. It will take a while before you can get this weapon, but it’s well worth the trouble.
Baldur’s Gate 3
- August 3, 2023