Baldur’s Gate 3: All Legendary Weapons, Ranked

Summary

  • 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.

Updated on January 27, 2025, by Jake Fillery: Baldur’s Gate 3 has immortalized itself as one of the greatest RPGs of all time, and as such, new players are constantly jumping into the fantasy world of D&D, and like in any good RPG, they are in search of the best weapons. The best weapons in Baldur’s Gate 3 come from the set of Legendary Items found throughout Act 1, Act 2, and Act 3, and it might benefit players to know every Legendary Weapon in Baldur’s Gate 3, along with their stats and how to get them so that players can run the best builds possible.

13

Devotee’s Mace

Decent Enough for Bonking Enemies, But Far Too Rare and Gimmicky

Devotee's Mace

Weapon Type

Mace

Damage Type

Bludgeoning

Damage

1d6+3 (4~9) + Strength Modifier

Extra Damage

1d8 (1~8) Radiant

Enchantments

+3

Weight

1.8kg

Price

640 gp

Special

Healing Incense Aura: Emanating a soothing aura, You and nearby allies regain 1d4 hit points at the start of your turn (Recharge: Long rest.)

Weapon Actions

  • Concussive Smash: Hit an enemy with all your might to deal damage and possibly Daze them.
  • Backbreaker: Put extra force behind your strike to possibly knock your enemy Prone.
  • How to Get Devotee’s Mace: Reach Level 10 with a Cleric and use the Divine Intervention: Arm Thy Servant.

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: A Deadly Warhammer That Benefits Players Who Want Bonus Saving Throws Against Spells

Orphic Hammer

Weapon Type

Warhammer

Damage Type

Bludgeoning

One-Handed Damage

1d8+3 (4~11) + Strength Modifier

Two-Handed Damage

1d10+3 (4~13) + Strength Modifier

Enchantments

+3

Weight

2.7kg

Price

770gp

Special

Spell Resistance: You have Advantage on Saving throws against spells.

Weapon Actions

  • Unshackling Strike: Smite the magical bonds keeping a creature Restrained, Paralysed, and Stunned, freeing it.
  • Concussive Smash: Hit an enemy with all your might to deal damage and possibly Daze them.
  • Backbreaker: Put extra force behind your strike to possibly knock your enemy Prone.
  • Weakening Strike: Target an enemy’s hands with a non-lethal attack and possibly inflict Weak Grip.
  • How to Get Orphic Hammer: Found in the Archive’s central pedestal in The House of Hope, Act Three (X: -6543, Y: 2921).

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

Shar’s Spear Of Evening

Enshroud in Guilt and Darkenss for Spells, and Cannot Be Blinded

Shar's Spear Of Evening

Weapon Type

Spears

Damage Type

Piercing

One-Handed Damage

1d6+3 (4~9) + Strength Modifier

Two-Handed Damage

1d8+3 (4~11) + Strength Modifier

Enchantments

+3

Weight

2.7kg

Price

640gp

Special

  • Shar’s Darkness: Cast as a level 2 spell (Recharge: Per turn.)
  • Shar’s Blessing: You gain Advantage on Saving throws while Lightly or Heavily Obscured. This weapon deals an additional 1d6 damage to creatures that are Lightly or Heavily Obscured.
  • Blind Immunity: The wearer cannot be Blinded.

Weapon Actions

  • Edge of Darkness: Create a cloud of Darkness while you attack.
  • Rush Attack: Charge forward and attack the first enemy in your way, possibly pushing them Off Balance.
  • Maiming Strike: Possibly Maims your target. They can’t move.
  • How to Get Shar’s Spear of Evening: Rewarded to Shadowheart after killing the Nightsong in Act Two’s Gauntlet of Shar.

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.

10

Selune’s Spear Of Night

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

Selune's Spear Of Night

Weapon Type

Spears

Damage Type

Piercing

One-Handed Damage

1d6+3 (4~9) + Strength Modifier

Two-Handed Damage

1d8+3 (4~11) + Strength Modifier

Enchantments

+3

Weight

1.35kg

Price

640gp

Special

  • Moonbeam: Cast a level 3 spell (Recharge: Long rest.)
  • Moonmote: Cast as a cantrip (Recharge: Long rest.)
  • Selune’s Blessing: You gain Advantage on Wisdom Saving throws and Perception Checks.
  • Darkvision: Can see in the dark up to 12m.

Weapon Actions

  • Rush Attack: Charge forward and attack the first enemy in your way, possibly pushing them Off Balance.
  • Maiming Strike: Possibly Maims your target. They can’t move.
  • How to Get Selune’s Spear of Night: A gift from the Nightsong at the Campsite in Act Two after sparing the Nightsong in Shadowheart’s quest, The Chosen of Shar.

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, but this ranks higher than Shar’s Spear Of Evening because it’s not worth betraying the Nightsong.

9

Duellist’s Prerogative

A Rapier for Greater Critical Hit Chances

Duellist's Prerogative

Weapon Type

Rapier

Damage Type

Piercing

Damage

1d8+3 (4~11) + Strength/Dexterity Modifier

Extra Damage

1d4 (1~4) Necrotic

Enchantments

+3

Weight

0.9kg

Price

1300gp

Special

  • Challenge to Duel: Challenge an enemy to attack only you, inflicting Bleeding on the target.
  • Elegant Duelist: 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.

Weapon Actions

  • Dueller’s Enthusiasm: While you are not dual-wielding and your off-hand is empty, you can make an additional melee attack with The Dueller.
  • Flourish: Feint an attack to possibly throw your opponent Off Balance.
  • Piercing Strike: Stab an enemy and possibly inflict Gaping Wounds.
  • Weakening Strike: Target an enemy’s hands with a non-lethal attack and possibly inflict Weak Grip.
  • How to Get Duellist’s Prerogative: Complete the Save Vanra quest from Lora Bergauz in Lora’s House, Act Three (X: -65, Y: -89).

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

Heal the Wielder and Eradicate Foes with Sunbeam

The Blood Of Lathander

Weapon Type

Mace

Damage Type

Bludgeoning

Damage

1d6+3 (4~9) + Strength/Dexterity Modifier

Enchantments

+3

Weight

1.8kg

Price

640gp

Special

  • Sunbeam: Cast as a level 6 spell (Recharge: Long rest.)
  • Lathander’s Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d6 hit points. Allies within 9m also regain 1d6 hit points.
  • Lathander’s Light: Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded if they fail a DC 14 Constitution throw.

Weapon Actions

  • Concussive Smash: Hit an enemy with all your might to deal damage and possibly Daze them.
  • How to Get The Blood of Lathander: Open the Secret Chamber within the Creche Y’llek (X: 1068, Y: -779).

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 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

A Perfect Weapon for a Gith Who Likes Psychic Damage

Silver Sword Of The Astral Plane

Weapon Type

Greatsword

Damage Type

Slashing

Damage

2d6+3 (5~15) + Strength Modifier

Enchantments

+3

Weight

2.7kg

Price

1300gp

Special

  • Githborn Psionic Weapon: When wielded by a githyanki this weapon deals an additional 1d6 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 Actions

  • Pommel Strike: Make a non-lethal attack against an enemy and possibly Daze them.
  • Lacerate: Slash at your target’s vital points to make it Bleed.
  • Cleave: Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
  • How to Get Silver Sword of the Astral Plane: Give Kith’rak Voss the Orphic Hammer (or kill him) when meeting in the Lower City Sewers in the Undercity, Act Three (X: -70, Y: 828).

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

A Shortsword to Assassinate Those With Low Hit Points

Crimson Mischief

Weapon Type

Shortsword

Damage Type

Piercing

Damage

1d6+2 (3~8) + Strength/Dexterity Modifier

Extra Damage

1d4 (1~4) Necrotic

Enchantments

+2

Weight

0.9kg

Price

640gp

Special

  • Prey Upon the Weak: This weapon deals an additional 1d4 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 7 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 Actions

  • Flourish: Feint an attack to possibly throw your opponent Off Balance.
  • Piercing Strike: Stab an enemy and possibly inflict Gaping Wounds.
  • How to Get Crimson Mischief: Defeat Orin in Bhaal Temple, Act Three (X: 61, Y: 1004)

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

The Perfect Dagger to Make Enemeies Vulnerable to Piercing

Bloodthirst

Weapon Type

Dagger

Damage Type

Piercing

Damage

1d4+2 (3~6) + Strength/Dexterity Modifier

Enchantments

+2

Weight

0.45kg

Price

640gp

Special

  • True Strikes: Cast as a cantrip (Recharge: Short Rest.)
  • Bound Weapon
  • Armor Class +1 (Off-Hand Only)
  • 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 create misses you with a melee attack, you may retaliate and gain True Strike. (Off-Hand Only)

Weapon Actions

  • Piercing Strike: Stab an enemy and possibly inflict Gaping Wounds.
  • How to Get Bloodthirst: Defeat Orin in Bhaal Temple, Act Three (X: 61, Y: 1004)

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

The Quarterstaff for Players Who Want to Empower Spells for Certain Elements

Markoheshkir

Weapon Type

Quarterstaff

Damage Type

Bludgeoning

One-Handed Damage

1d6+2 (3~8) + Strength Modifier

Two-Handed Damage

1d8+2 (3~10) + Strength Modifier

Enchantments

+2

Weight

1.8kg

Price

640gp

Special

  • Kereska’s Favour: Cast as a level 4 spell (Recharge: Short rest.)
  • 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.

Weapon Actions

  • Topple: Swipe at a creature to knock it Prone.
  • How to Get Markoheshkir: Found in the Globe of Invulnerability in Ramazith’s Tower, Act Three (X: 4970, Y: 705).

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

A Perfect Longbow with Plenty of Special Abilities

Gontr Mael

Weapon Type

Longbow

Damage Type

Piercing

Damage

1d8+3 (4~11) + Dexterity Modifier

Enchantments

+3

Weight

1.1kg

Price

1000gp

Special

  • Celestial Haste: Cast as a level 3 spell at will.
  • Promised Victory: On a hit, possibly inflict Guiding Bolt upon the target.
  • Gontr Mael Glowing: This object shines with a glowing light in a radius of 6m. Toggle this to douse and rekindle the light.

Weapon Actions

  • Bolt of Celestial Light: Frighten your target with intimidating arrows. After attacking, ranged weapon attacks made by Gontr Mael deal an additional 1d4 Radiant damage.
  • Hamstring Shot: Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%.
  • Brace: Spend 6m of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.
  • How to Get Gontr Mael: Defeat the Steel Watcher Titan in the Control Center of the Steel Watch Foundry, Act Three (X: -1952, Y: 206)

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

A Trident That Can Be Thrown for Explosive Thunder Damage and Provides Extra Speed and Jump Distance

Nyrulna

Weapon Type

Trident

Damage Type

Piercing

One-Handed Damage

1d6+3 (4~9) + Strength Modifier

Two-Handed Damage

1d8+3 (4~11) + Strength Modifier

Extra Damage

1d6 (1~6) Thunder

Enchantments

+3

Weight

1.9kg

Price

840gp

Special

  • 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 3d4 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 an Immunity to falling damage.
  • Nyrulna Glowing: This object shines with a glowing light in a radius of 6m.

Weapon Actions

  • Zephr Flash: Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding.
  • Zephyr Break: Zephyr Break imitates the effects of the spell Gust of Wind while dealing thunder damage.
  • Piercing Strike: Stab an enemy and possibly inflict Gaping Wounds.
  • Maiming Strike: Possibly Maims your target. They can’t move.
  • How to Get Nyrulna: Found in a locked chest in the Jungle after angering Akabi at the Circus of the Last Days, Act Three. (X: -1511, Y: -1522)

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

Slash Literal Giants with Ease Thanks to This Beefy Greatsword

Balduran's Giantslayer

Weapon Type

Greatsword

Damage Type

Slashing

Damage

2d6+3 (5~15) + Strength Modifier

Enchantments

+3

Weight

2.7kg

Price

1300gp

Special

  • Giant Form: Grow to a fearsome size. Your weapons deal an additional 1d6 damage and you gain 27 temporary hit points and Advantage on Strength Checks and saving throws. (Recharge: short rest.)
  • 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.

Weapon Actions

  • Topple the Big Folk: Deal additional damage equal to your proficiency bonus. On a hit, Large, Huge, or Gargantuan creatures take an addition 2d6 Slashing damage and must succeed a Strength saving throw or fall Prone.
  • Pommel Strike: Make a non-lethal attack against an enemy and possibly Daze them.
  • Lacerate: Slash at your target’s vital points to make it Bleed.
  • Cleave: Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
  • How to Get Balduran’s Giantslayer: Found on Ansur’s corpse in The Dragon’s Sanctum (X: 633, Y: -989) – Act 3.

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.

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